











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Player AI 1.3.1Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3Experience Controller 1.5.5
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Ambush Escape 1.3.0Gives the player an option to escape the orc ambush without fighting. Stop Hitting Yourself! 1.5.0Gives you a chance of dodging your own arrows or sling shots based on your Danger Sense talent level. Useful for archery-using characters (other than Archers, who are already protected by Shoot Down) against monsters that can pull you to themselves and into the path of your own in-transit missile. Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Improved Auto-explore and Rest 1.5.5Quality 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. Showing Items Tier in Inventory 1.5.10This 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 Hulk! 1.4.8 Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Das Blinkenlights 1.3.0Adds visual feedback to the orbs in the Ruined Dungeon. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Anti Stun Addon 1.4.6Nerfs the debilitating effects of Stun to make it less cancerous. Exponential Leveling 1.5.5Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Autotarget Toggle Keybind 1.3.0Adds a keybind to toggle the new auto-accept target option. Set to Alt+F1 by default No More Rare Monsters 1.2.5Get rid of those constant one-shot encounters. Elites and Bosses untouched. Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Inventory Squelching 1.2.5Clear up inventory clutter and focus on the items that matter. This addon allows you to hide items that aren't any use to your character so you can carefully inspect those that do, and suffer from less inventory fatigue over the course of a playthrough. This addon adds an extra dialog which is opened using Ctrl+D by default. The options should be fairly self-explanatory and mostly cover squelching individual item types, along with a few options useful to antimagic and undead characters, as well as the ability to squelch the mostly useless white items. Note that these options are tied to your character, so you'll need to set this up for each character you create. It also only applies to the transmogrification chest tab in your inventory; squelched items get their own special tab due to a variety of technical details. Items will be shown when they are picked up in the log, and artifacts will still show their lore popups. Squelched items will also be transmogrified when you leave the level, as normal. |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Hulk |
Class | Alchemist |
Level / Exp | 31 / 26% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 1119 (base 60) |
Dexterity | 1075 (base 60) |
Constitution | 1066 (base 60) |
Magic | 1074 (base 60) |
Willpower | 1069 (base 60) |
Cunning | 1077 (base 60) |
Resources
Psi | 1609/1609 |
Mana | 5390/5471 |
Equilibrium | 20 |
Vim | 640/640 |
Life | 567006/604415 |
Positive | 570/570 |
Stamina | 3238/3238 |
Paradox | 300 |
Healing Factor | 2.5 |
Regeneration | 25149.375 |
Speed
Mental | +212.4% |
Attack | +202.4% |
Movement | +206.31999623291% |
Spell | +202.4% |
Global | +379% |
Vision
Sight | 10 |
Lite | 22 |
Infravision | 11 |
See Stealth | 296.11221498478 |
See Invisible | 387.10875637233 |
Offense: Mainhand
Damage | 4425 |
Accuracy | 245 |
Crit Chance | 670% |
APR | 98 |
Speed | 0.32 |
Offense: Spell
Spellpower | 215 |
Crit Chance | 100% |
Speed | 0.33068783068783 |
Cooldown Reduction | 58.5 |
Offense: Mind
Mindpower | 273 |
Crit Chance | 100% |
Speed | 0.33068783068783 |
Offense: Damage Bonus
Acid | +123% |
Blight | +60% |
Arcane | +82% |
Cold | +80% |
Lightning | +80% |
Darkness | +75% |
Light | +227% |
Temporal | +227% |
Physical | +71% |
Mind | +79% |
Fire | +184% |
Nature | +69% |
Offense: Damage Penetration
Acid | +60% |
Blight | +75% |
Arcane | +74% |
Cold | +60% |
Lightning | +60% |
Darkness | +70% |
Light | +60% |
Temporal | +60% |
Physical | +60% |
Mind | +105% |
Fire | +65% |
Nature | +60% |
Defense: Base
Armour (hardiness) | 355.15527717786 (100%) |
Defense | 247 |
Ranged Defense | 247 |
Fatigue | 0 |
Physical Save | 239 |
Spell Save | 232 |
Mental Save | 252 |
Defense: Resistances
Acid | + 97%(100%) |
Blight | + 94%(100%) |
Arcane | + 92%(100%) |
Cold | +100%(100%) |
All | + 81%(100%) |
Mind | + 94%(100%) |
Lightning | + 97%(100%) |
Light | + 97%(100%) |
Temporal | + 93%(100%) |
Physical | +100%(100%) |
Darkness | + 98%(100%) |
Fire | +100%(100%) |
Nature | + 94%(100%) |
Defense: Immunities
Silence Resistance | 35% |
Bleed Resistance | 80% |
Confusion Resistance | 100% |
Disarm Resistance | 43% |
Stun Resistance | 15% |
Instadeath Resistance | 100% |
Blind Resistance | 55% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to 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: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 9999 damage for 999 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 1130 with a minimum range of 15. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Tactical | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Fire alchemy | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Golemancy | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Energy alchemy | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Advanced-golemancy | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Explosive admixtures | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Acid alchemy | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Frost alchemy | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Vile life | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone alchemy | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Chronomancy | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Light | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Staff combat | 26.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
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| 1/1 |
Effects
talent | Mental Tyranny |
talent | Through The Crowd |
talent | Chant of Fortitude |
talent | Keen Senses |
talent | Daunting Presence |
talent | Defensive Posture |
talent | Elemental Discord |
talent | Premonition |
talent | Acid Infusion |
talent | Ice Core |
talent | Elemental Harmony |
talent | Living Lightning |
talent | Exploit Weakness |
talent | Body of Fire |
beneficial effect | Increases physical save, spell save, and mental save by 20. Global speed increased by 6%. Through The Crowd |
beneficial effect | The target is surrounded by a magical shield, absorbing 22489/22612 damage before it crumbles. Damage Shield |
beneficial effect | Countering melee attacks: Has a 92% chance to get an automatic counter attack when avoiding a melee attack. (6.4 counters remaining) Counter Attacking |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 kept the Orb of Many Ways despite Tannen's request to study it. You must now 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. | active |
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 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you gained talent category Spell / Divination (at mastery 0.80). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You failed to protect the lost anorithil from death by mountain troll thunderer. Escort: lost anorithil (level 2 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 0.80). | done |
You successfully escorted the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 of Dreadfell)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | 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 upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * 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: 126. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
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 | ![]() 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +4 Mag +3 Wil dps ---------- Dmg.mod +9% mind Res.pen +15% mind On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Armour +13 Fatigue +5% Resists +8% fire +9% mind +10% cold ---------- misc Infravis +2 Blink to a nearby random location (rad 14) Puts all charms on 11 cooldown A pair of boots made of leather. |
Light source | ![]() 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+1 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+0 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 482, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 8). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 1463.00 darkness damage (based on Mindpower and charge). Uses 5 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. |
On head | ![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +10 Cun dps ---------- Dmg.mod +3% light +3% fire Res.pen +5% fire Acc +7 (+0 eff.) On Hit (Melee): * 36% chance to blind On Melee Ret: * 16% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +14 Defense +20 (+1 eff.) Fatigue +5% Resists +9% fire +6% all Phys.save +39 (+3 eff.) ---------- misc Light +3 A cap made of leather. |
Tool | ![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+0 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 9 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 62 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane While equipped: dps ---------- Phys.pwr +15 (+1 eff.) Spell.pwr +9 (+0 eff.) Mind.pwr +19 (+2 eff.) Dmg.mod +12% light Melee Ret 12 acid ----- def ----- Mind.save +31 (+2 eff.) Blind- +50% Silence- +35% ---------- misc Mana/turn +0.31 Hate/m.crit +2.00 Light +2 Infravis +5 See.Stealth +25 See.Invis +25 Rings can have magical properties. |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Dmg.mod +12% lightning +12% fire +12% arcane +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Dex +4 Cun +7 Lck dps ---------- Dmg.mod +9% nature ----- def ----- Resists +8% acid +10% light +7% darkness +8% cold +7% fire +9% nature +7% lightning Stealth +7 ---------- misc T.Disarm +13 Infravis +4 A belt that goes around your waist. |
In main hand | ![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane/Nature Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +1 Con dps ---------- Spell.crit +5% Crit.mult +5.00% Spell.pwr +40 (+3 eff.) Dmg.mod +30% light On Hit (Melee): * 37% chance to blind ----- def ----- Defense +29 (+2 eff.) Phys.save +30 (+2 eff.) Spell.save +30 (+3 eff.) Max.HP +30.00 ---------- misc Light +8 Talents +1 Command Staff Illuminate: Puts all charms on 3 cooldown Level 2.0 Pwr.cost 3 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 928.35 light damage. Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 T5 hands armor [Random Unique] Nature/Master While equipped: Stats +2 Mag +1 Cun +6 Con dps ---------- Melee+ 14 physical Dmg.mod +6% light +11% physical On Hit (Melee): * 33% chance to corrode armour by 30% ----- def ----- Armour +19 Resists +12% light Phys.save +30 (+2 eff.) Spell.save +7 (+1 eff.) Mind.save +25 (+2 eff.) Max.HP +80.00 Disarm- +43% Unarmed combat: Power 38.5 - 53.9 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Acc+ +0.1% dam / acc Acc +13 Apr +15 Crit +10.0% Atk.spd 83% Melee+ +29 physical On Hit.r1 +8 light +11 physical On Crit.r2 +15 physical On Hit: 10% Battle Shout 5 On Hit: 10% Juggernaut 1 On Hit: 10% Sand Breath 5 On Hit: * 40% chance to blind Juggernaut: (Instant) Puts all charms on 13 cooldown Level 3.0 Pwr.cost 13 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 9.0 T5 light armor [Random Unique] Nature/Master While equipped: Stats +10 Str +10 Dex +2 Wil dps ---------- Phys.crit +9.0% Mind.pwr +2 (+1 eff.) Res.pen +15% blight Apr +19 ----- def ----- Armour +8 Defense +29 (+2 eff.) Fatigue +8% Resists +6% blight Phys.save +16 (+1 eff.) Mind.save +10 (+0 eff.) Max.HP +60.00 Heal/summ +10 ---------- misc Stam/turn +1.50 Second Wind: (Instant) Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 2297 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: dps ---------- Spell.crit +6% Crit.mult +25.00% Spell.pwr +10 (+1 eff.) Dmg.mod +10% arcane +15% acid Res.pen +14% arcane ----- def ----- Armour +18 Defense +13 (+1 eff.) Resists +6% fire +22% cold Phys.save +22 (+2 eff.) Spell.save +33 (+3 eff.) Mind.save +15 (+1 eff.) Die.at -20.00 life Blind- +5% Stun/Frz- +15% ---------- misc Max.mana +76.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Mag dps ---------- Spell.crit +6% Phys.pwr +9 (+1 eff.) Spell.pwr +6 (+0 eff.) Phys.spd +10% Dmg.mod +8% acid +10% physical +6% temporal +8% fire +8% lightning +8% cold On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% temporal Heal.mod +30% Cut- +80% Def/telep +16 Res/telep +16% Dur/telep +16% Heal: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 1215 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
![]() 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.0 potion [Plot Item] Nature Permanently increase your defense and ranged defense by six. A vial of opaque green fluid. |
![]() 0.0 potion [Plot Item] Nature Permanently increase your strength and constitution by three. A vial of sluggish tan fluid. |
![]() 0.0 potion [Plot Item] Nature Permanently increase your armor by four. A vial of grainy, iron-colored fluid. |
![]() 0.0 potion [Plot Item] Nature Permanently increase your dexterity and cunning by three. A vial of pink, airy fluid. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 2613 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 3781 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 110). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 219) for 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 109). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 218) for 4 turns. 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 ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 110). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 219) for 3 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 112). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 223) for 3 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 123% for 6 turns. Also removes cross-tier effects of the affected types for free. 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 ability. Press to compare to your current inscriptions |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 122% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 120% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 128% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 3608% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 3531% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 3791% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 3653% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 163 for 12 turns. While Heroism is active, you will only die when reaching -5257 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 156 for 11 turns. While Heroism is active, you will only die when reaching -4718 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Spell (33% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 5889% for 10 turns and instantly restoring 294 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Spell (33% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 4918% for 10 turns and instantly restoring 246 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Spell (33% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 5693% for 10 turns and instantly restoring 285 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Spell (33% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 4864% for 10 turns and instantly restoring 243 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Spell (33% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 5112% for 10 turns and instantly restoring 256 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 4 Travel.spd instantaneous Usage Speed Spell (33% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 83. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 250%, your defense is increased by 250 and all your resistances by 250%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 4 Travel.spd instantaneous Usage Speed Spell (33% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 87. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 252%, your defense is increased by 252 and all your resistances by 252%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 3131.62 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 219 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 3089.25 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 219 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 7 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 198.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 22 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 2484.72 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 219 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 2401.56 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 218 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 2439.36 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 218 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 2469.24 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 219 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 5 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 5815.41 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 7 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 3596 damage for 3 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 7 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 3416 damage for 7 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 7 Travel.spd instantaneous Usage Speed Spell (33% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 31 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (33% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (12 radius) and to allow you to see invisible and stealthed creatures (power 170) for 21 turns. Your mind will become more receptive for 21 turns, allowing you to sense any humanoid around. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Spell (33% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (8 radius) and to allow you to see invisible and stealthed creatures (power 166) for 12 turns. Your mind will become more receptive for 12 turns, allowing you to sense any horror around. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Spell (33% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (10 radius) and to allow you to see invisible and stealthed creatures (power 167) for 17 turns. Your mind will become more receptive for 17 turns, allowing you to sense any demon around. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Spell (33% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (12 radius) and to allow you to see invisible and stealthed creatures (power 165) for 18 turns. Your mind will become more receptive for 18 turns, allowing you to sense any undead around. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 6 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 5470 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 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 5 Travel.spd instantaneous Usage Speed Spell (33% of a turn) Is a spell Description: Inflicts 14453.90 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 6 Travel.spd instantaneous Usage Speed Spell (33% of a turn) Is a spell Description: Activate the rune to become invisible (power 97) for 8 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Spell (33% of a turn) Is a spell Description: Activate the rune to become invisible (power 95) for 9 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of lightning, doing 1326.48 to 3979.44 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of lightning, doing 1390.32 to 4170.96 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +4 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +0.20 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 17 out of 40/40. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 1089 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 T2 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +1 Mag dps ---------- S.pwr/crit +2 ----- def ----- Fatigue -5% HP.reg +1.40 ---------- misc Mana/turn +0.20 Max.mana +24.00 Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Spell.crit +8% Spell.pwr +7 (+0 eff.) Dmg.mod +10% fire -5% cold ----- def ----- Resists +20% fire -20% cold Affinity +30% fire Blind- +40% On Spell Hit: 10% Volcano 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 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+1 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+2 eff.) Confus- -100% Inner Demons: Level 4.0 Pwr.cost 13 out of 30/30. Range 7 Travel.spd instantaneous Is a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 50% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. 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 T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Wil ----- def ----- Resists +22% mind Confus- +32% Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +12 Lck +5 Mag dps ---------- Acc +14 (+1 eff.) ----- def ----- Defense +14 (+1 eff.) Unseen.red 14% Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Dex +2 Wil +6 Cun dps ---------- Dmg.mod +15% blight Res.pen +5% blight ----- def ----- Fatigue -7% HP.reg +3.80 ---------- misc Max.mana +40.00 Max.vim +30.00 Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +13 Lck dps ---------- Acc +16 (+1 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +12 (+1 eff.) Resists +6% acid +9% fire +22% mind +3% nature Spell.save +9 (+1 eff.) Unseen.red 14% Confus- +29% ---------- misc Masteries +0.34 Spell/Frost alchemy +0.34 Spell/Divination Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego+] Master/Psionic While equipped: Stats +2 Con ----- def ----- Spell.save +11 (+1 eff.) Mind.save +6 (+0 eff.) Confus- +21% ---------- misc Max.stam +12.00 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+0 eff.) Fatigue -7% Mind.save +13 (+1 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.0 Pwr.cost 17 out of 50/50. Range 6 Travel.spd instantaneous Is a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 178 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+1 eff.) HP.reg +0.15 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 110.68 cold and 105.15 physical damage (based on Willpower) each turn and knocking opponents back. Uses 26 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 6 bleed Ranged+ 5 bleed On Hit (Melee): * 11% chance to cause random gloom On Hit (Ranged): * 11% chance to cause random gloom ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 9 cooldown Level 3.0 Pwr.cost 9 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Mind.crit +4% Crit.mult +20.00% Mind.pwr +6 (+1 eff.) Dmg.mod +15% blight On Hit (Melee): * 20% chance to disease ----- def ----- Silence- +34% ---------- misc Mana/turn +0.28 Equi/ret +0.08 Max.hate +8.00 Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Ego++] Master/Psionic While equipped: Stats +8 Cun +7 Wil dps ---------- Mind.pwr +13 (+1 eff.) Mov.spd +22% Acc +13 (+1 eff.) ----- def ----- Defense +13 (+1 eff.) Blinding Speed: Puts all charms on 17 cooldown Level 2.0 Pwr.cost 17 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. |
![]() 5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 160% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +0 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+0 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 3 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 671.89 physical damage to all targets in line, and inflicting bleeding for another 335.94 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
![]() 5.0 T1 staff 2H weapon [Ego++] Arcane Power 10.0 - 12.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.crit +1% Crit.mult +20.00% Spell.pwr +11 (+1 eff.) Melee+ 19 fire Dmg.mod +10% temporal ---------- misc Max.mana +29.00 See.Invis +8 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Unique] Arcane Power 16.0 - 19.2 Arcane Uses 180% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% Dmg.conv 50% blight While equipped: dps ---------- Spell.crit +4% Spell.pwr +14 (+1 eff.) Dmg.mod +18% arcane +18% blight ----- def ----- Resists +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 20 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
![]() 5.0 T2 staff 2H weapon [Random Unique] Nature/Master Power 15.0 - 18.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +5.0% Spell.crit +2% Crit.mult +10.00% Spell.pwr +6 (+0 eff.) Dmg.mod +15% cold Res.pen +10% lightning On Hit (Melee): * 14% chance to blind ----- def ----- Defense +13 (+1 eff.) Resists +3% temporal ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 3 cooldown Level 2.0 Pwr.cost 3 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 928.35 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Random Unique] Arcane Power 15.0 - 18.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +4 light While equipped: dps ---------- Spell.crit +4% Spell.pwr +9 (+0 eff.) S.pwr/crit +3 Dmg.mod +6% mind +15% fire Res.pen +25% light On Hit (Melee): * 7% chance to disease ---------- misc Vim/s.crit +2.00 Max.vim +14.00 Talents +1 Command Staff Project a bolt elemental energy from the staff (to range 7) dealing 3574.17 to 4289.01 fire damage Puts all charms on 3 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Random Unique] Arcane Power 20.0 - 24.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 mind On Crit.r2 +4 mind While equipped: dps ---------- Spell.crit +2% Spell.pwr +10 (+1 eff.) Dmg.mod +20% darkness +3% mind ----- def ----- Armour +5 Defense +4 (+0 eff.) ---------- misc Wards +2 darkness Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego+] Nature Power 15.0 - 18.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +2% Spell.pwr +12 (+1 eff.) Dmg.mod +15% temporal ----- def ----- HP.reg +1.10 Heal.mod +18% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Random Unique] Arcane Power 24.0 - 28.8 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Crit.mult +12.00% Spell.pwr +27 (+2 eff.) Dmg.mod +24% blight +24% fire +24% darkness +24% acid Melee Ret 4 physical ----- def ----- Armour +2 ---------- misc Stam/turn +0.20 Mana/turn +0.54 Max.mana +71.00 Max.psi +40.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 500% for ten turns) Puts all charms on 13 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 1H weapon [Random Unique] Nature/Master Power 20.0 - 24.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% On Crit.r2 +4 light While equipped: Stats +4 Con dps ---------- Phys.crit +7.0% Spell.crit +3% Crit.mult +13.00% Spell.pwr +14 (+1 eff.) Dmg.mod +20% acid ----- def ----- Resists +4% physical Phys.save +3 (+0 eff.) Spell.save +3 (+1 eff.) HP.reg +0.80 Heal.mod +12% Pinning- +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Fire Uses 200% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+1 eff.) Dmg.mod +20% lightning +20% fire +20% arcane +20% cold ---------- misc Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 This unique-looking staff is carved with runes of destruction. |
![]() 5.0 T3 staff 2H weapon [Ego++] Arcane Power 20.0 - 24.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Crit.mult +29.00% Spell.pwr +31 (+2 eff.) Melee+ 27 fire Dmg.mod +20% temporal ---------- misc Mana/turn +0.28 See.Invis +14 Talents +1 Command Staff Channel mana (increasing mana regeneration by 500% for ten turns) Puts all charms on 13 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Random Unique] Arcane Power 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% On Hit.r1 +16 lightning While equipped: Stats +4 Mag +2 Wil dps ---------- Spell.crit +10% Spell.pwr +20 (+1 eff.) Dmg.mod +9% darkness +25% fire On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Phys.save +13 (+1 eff.) Spell.save +12 (+1 eff.) Mind.save +9 (+0 eff.) ---------- misc Mana/turn +0.28 Max.mana +157.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Normal] Power 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+1 eff.) Dmg.mod +25% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego] Arcane Power 33.0 - 39.6 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +27 (+2 eff.) Dmg.mod +33% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +8 blight While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+1 eff.) S.pwr/crit +12 Dmg.mod +30% cold Res.pen +10% blight On Hit (Melee): * 30% chance to corrode armour by 30% * 23% chance to disease ----- def ----- Resists +3% blight +28% temporal +30% darkness Anom.red +41 Def/telep +57 Res/telep +43% Dur/telep +87% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 mind On Hit.r1 +8 mind +8 fire On Hit: * 20% chance to cause random gloom While equipped: dps ---------- Spell.crit +13% Crit.mult +71.00% Spell.pwr +33 (+3 eff.) Melee+ 69 fire Dmg.mod +30% light Res.pen +10% fire ----- def ----- Resists +15% blight Phys.save +11 (+1 eff.) Spell.save +15 (+2 eff.) Mind.save +11 (+0 eff.) ---------- misc See.Invis +40 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Nature Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +10 Crit +5.0% Atk.spd 100% While equipped: Stats +14 Con dps ---------- Spell.crit +5% Spell.pwr +35 (+3 eff.) Dmg.mod +30% lightning +3% physical Acc +4 (+0 eff.) Melee Ret 8 fire On Hit (Melee): * 19% chance to blind ----- def ----- Defense +15 (+1 eff.) Resists +9% temporal +3% physical HP.reg +3.70 Heal.mod +60% ---------- misc Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 3 cooldown Level 2.0 Pwr.cost 3 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 928.35 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +4 light +20 arcane While equipped: Stats +6 Mag +7 Wil +1 Cun dps ---------- Spell.crit +20% Spell.pwr +33 (+3 eff.) Dmg.mod +30% acid On Hit (Melee): * 37% chance to blind ----- def ----- Resists +12% light +5% arcane ---------- misc Max.mana +220.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +12 light On Crit.r2 +4 arcane While equipped: dps ---------- Spell.crit +17% Crit.mult +37.00% Spell.pwr +38 (+3 eff.) Melee+ 35 fire Dmg.mod +30% blight +6% light Res.pen +10% arcane Melee Ret 8 light 8 fire On Hit (Melee): * 30% chance to blind ----- def ----- Resists +6% arcane ---------- misc Mana/turn +0.40 See.Invis +20 Talents +1 Command Staff Channel mana (increasing mana regeneration by 500% for ten turns) Puts all charms on 13 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 blight +8 fire On Hit.r1 +8 blight While equipped: dps ---------- Spell.crit +12% Crit.mult +32.00% Spell.pwr +32 (+3 eff.) Melee+ 35 fire 12% confusion Dmg.mod +30% physical Res.pen +10% fire +20% temporal Phasing +46% Melee Ret 4 fire ----- def ----- Defense +25 (+2 eff.) Phys.save +15 (+1 eff.) Spell.save +13 (+1 eff.) Mind.save +15 (+1 eff.) ---------- misc See.Invis +20 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Nature/Master Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +8 fire On Hit: * 20% chance to inflict 15% damage reduction While equipped: Stats +12 Con dps ---------- Phys.crit +14.0% Spell.crit +5% Crit.mult +20.00% Spell.pwr +35 (+3 eff.) Dmg.mod +30% arcane Res.pen +5% fire ----- def ----- Resists +9% darkness +15% fire HP.reg +3.60 Heal.mod +54% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 1H weapon [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +12 fire While equipped: Stats +5 Mag +6 Wil +2 Cun +3 Con dps ---------- Spell.crit +5% Crit.mult +28.00% Spell.pwr +37 (+3 eff.) Melee+ 23 fire Dmg.mod +30% arcane Melee Ret 8 fire ---------- misc Max.mana +66.00 Infravis +2 See.Invis +15 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane/Nature Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +22 (+2 eff.) Melee+ 11% confusion Dmg.mod +30% fire Res.pen +15% blight Phasing +29% Melee Ret 4 temporal On Hit (Melee): * 13% chance to blind ----- def ----- Armour +7 Defense +36 (+3 eff.) Resists +6% temporal ---------- misc Mana/s.crit +1.00 Vim/s.crit +2.00 Max.mana +40.00 Light +4 Wards +2 fire Talents +3 Ward +1 Command Staff Illuminate: Puts all charms on 3 cooldown Level 2.0 Pwr.cost 3 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 928.35 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +8 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +20% Phys.pwr +8 (+0 eff.) Spell.pwr +15 (+1 eff.) Dmg.mod +30% blight Apr +3 ----- def ----- Armour +20 Defense +29 (+2 eff.) Rng.Def +9 (+1 eff.) Resists +3% physical ---------- misc Wards +3 blight Talents +9 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 battleaxe 2H weapon [Ego+] Master Power 21.0 - 31.5 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +12.0% Massive two-handed battleaxes. |
![]() 3.0 T3 battleaxe 2H weapon [Unique] Master Power 52.0 - 78.0 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- Phys.save +9 (+1 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
![]() 3.0 T3 battleaxe 2H weapon [Ego+] Master Power 32.5 - 48.8 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +16.0% Massive two-handed battleaxes. |
![]() 3.0 T4 battleaxe 2H weapon [Random Unique] Disrupt/Psionic Power 47.0 - 70.5 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% Melee+ +17 mind Against +24% Unnatural On Hit: * 24% chance to cause random gloom * 25% chance to put talents on cooldown While equipped: Stats +3 Mag +11 Wil +5 Cun ----- def ----- Resists +6% mind ---------- misc Light +3 Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Random Unique] Arcane/Nature/Psionic Power 56.5 - 84.8 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +42 blight +27 darkness Against +27% Living On Crit.r2 +28 fire On Hit: * 31% chance to disease While equipped: dps ---------- All.spd +8% Res.pen +21% fire On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +12% cold +6% mind +1% physical Phys.save +9 (+1 eff.) Spell.save +6 (+1 eff.) Knockbk- +5% Massive two-handed battleaxes. |
![]() 5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 40% Wil, 50% Mag, 130% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 9 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
![]() 5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 32.0 - 41.6 Physical Uses 40% Wil, 60% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +8.0% Atk.spd 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 5 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
![]() 5.0 T3 greatmaul 2H weapon [Random Unique] Nature/Master Power 40.0 - 60.0 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Melee+ +4 nature On Crit.r2 +8 mind +20 fire While equipped: Stats +7 Str dps ---------- All.spd +6% Dmg.mod +6% nature +16% physical Res.pen +14% fire +16% physical Acc +32 (+2 eff.) Apr +16 ----- def ----- Fatigue -6% Resists +3% nature ---------- misc Stam/ret +3.00 Light +3 See.Invis +9 Massive two-handed mauls. |
![]() 5.0 T3 greatmaul 2H weapon [Ego++] Nature/Disrupt Power 42.5 - 63.8 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Melee+ +20 nature On Crit.r2 +27 ice On Hit: * 25% chance to remove a magical effect While equipped: dps ---------- Res.pen +16% cold ----- def ----- Armour +14 Massive two-handed mauls. |
![]() 5.0 T3 greatmaul 2H weapon [Ego++] Master/Psionic Power 44.5 - 66.8 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% On Hit: * 20% chance to torment the target While equipped: dps ---------- Res.pen +16% physical +16% mind +16% darkness Acc +16 (+1 eff.) Apr +16 Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Random Unique] Arcane/Master Power 65.0 - 97.5 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Melee+ +42 cold While equipped: dps ---------- Phys.crit +17.0% Crit.mult +27.00% Dmg.mod +9% arcane +21% physical Res.pen +14% physical Apr +42 ----- def ----- Armour +6 Resists +2% physical Crit.dmg- 10.00% Spell.save +12 (+1 eff.) Knockbk- +5% Massive two-handed mauls. |
![]() 3.0 T2 greatsword 2H weapon [Random Unique] Master/Psionic Power 28.0 - 44.8 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +9 mind On Hit.r1 +4 lightning On Hit: * 19% chance to cause random gloom * 25% chance to put talents on cooldown While equipped: Stats +3 Cun +2 Wil ----- def ----- Defense +6 (+0 eff.) Rng.Def +6 (+0 eff.) Resists +3% acid Die.at -60.00 life Silence- +10% Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Ego+] Nature/Disrupt Power 27.5 - 44.0 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% On Crit.r2 +17 ice While equipped: dps ---------- Res.pen +13% cold ----- def ----- Armour +13 Resists +16% acid +16% fire +16% lightning +13% cold Spell.save +13 (+1 eff.) Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Random Unique] Arcane/Master/Psionic Power 27.0 - 43.2 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +9 light +8 fire Against +10% Undead On Hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Acc +9 (+0 eff.) ----- def ----- Defense +9 (+1 eff.) Resists +6% blight Disarm- +28% Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Unique] Arcane/Master Power 68.0 - 108.8 Physical Uses 40% Wil, 50% Mag, 125% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +10.0% Atk.spd 100% HP.leech +8% Dmg.conv 50% fire burn While equipped: Stats +3 Cun +5 Str dps ---------- Dmg.mod +10% darkness +15% fire ----- def ----- Resists +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 5 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 T5 greatsword 2H weapon [Random Unique] Arcane/Master/Psionic Power 63.5 - 101.6 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +20 acid +12 blight On Hit: * 25% chance to put talents on cooldown On Crit: * splashes the target with acid While equipped: dps ---------- Res.pen +15% blight +19% physical Acc +17 (+1 eff.) Apr +21 Melee Ret 12 arcane ----- def ----- Def/telep +16 Res/telep +16% Dur/telep +16% ---------- misc Vim/s.crit +2.00 Massive two-handed swords. |
![]() 3.0 T1 trident 2H weapon [Unique] Arcane Power 23.0 - 32.2 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+1 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+0 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 34 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 102.37 cold damage and 97.26 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 9 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
![]() 3.0 T2 longsword 1H weapon [Random Unique] Arcane/Master Power 23.5 - 32.9 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 cold +7 temporal While equipped: dps ---------- Melee Ret 4 darkness 7 temporal ----- def ----- Resists +6% cold +5% temporal Confus- +10% Sharp, long, and deadly. |
![]() 3.0 T2 longsword 1H weapon [Random Unique] Master/Psionic Power 19.0 - 26.6 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 darkness +7 mind Against +6% Living On Hit: * 10% chance to cause random gloom While equipped: Stats +1 Cun +1 Wil dps ---------- Res.pen +5% temporal ----- def ----- Resists +6% blight Sharp, long, and deadly. |
![]() 3.0 T2 longsword 1H weapon [Random Unique] Disrupt/Master Power 24.5 - 34.3 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 nature Against +8% Unnatural On Hit: * disrupts spell-casting * 25% chance to remove a magical effect While equipped: Stats +3 Wil dps ---------- Res.pen +15% light ----- def ----- Mind.save +3 (+0 eff.) ---------- misc Max.psi +10.00 Sharp, long, and deadly. |
![]() 3.0 T2 longsword 1H weapon [Random Unique] Nature/Psionic Power 17.0 - 23.8 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +26 insidious poison On Hit.r1 +8 mind On Hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Res.pen +5% nature ---------- misc Psi/ret +0.04 Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon [Random Unique] Nature/Disrupt Power 24.0 - 33.6 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +35 insidious poison Against +6% Unnatural On Hit: * 10 arcane resource burn * 20% chance to cause random gloom * disrupts spell-casting While equipped: ----- def ----- Resists +9% darkness Spell.save +13 (+1 eff.) Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon [Unique] Arcane In the past there was a dagger with it. Power 28.0 - 39.2 Physical Uses 40% Wil, 70% Mag, 80% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+0 eff.) Dmg.mod +5% temporal ----- def ----- Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc 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 T4 longsword 1H weapon [Random Unique] Arcane/Master Power 31.5 - 44.1 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +5.5% Atk.spd 100% Melee+ +13 blight +14 acid On Crit.r2 +4 blight On Hit: 10% Epidemic 4 On Hit: * 17% chance to disease On Crit: * splashes the target with acid While equipped: Stats +1 Dex dps ---------- Dmg.mod +10% physical Res.pen +10% physical Apr +10 ----- def ----- Armour +2 Die.at -80.00 life Disease- +20% Cut- +5% Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon [Random Unique] Arcane/Master/Psionic Power 32.5 - 45.5 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 111% Melee+ +15 lightning +4 blight On Crit.r2 +4 arcane On Hit: * 25% chance for lightning to arc to a second target * 20% chance to torment the target While equipped: Stats +6 Dex +2 Mag dps ---------- Spell.crit +3% Res.pen +13% mind +13% darkness Acc +13 (+1 eff.) Melee Ret 12 blight ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Unique] Arcane Power 39.0 - 54.6 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +10 Crit +10.0% Atk.spd 100% Melee+ +25 ice On Hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 816.32 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. While equipped: dps ---------- Dmg.mod +20% cold Melee Ret 40 ice ----- def ----- Resists +25% cold Ice.pen +35% No Winter Storm Active Precipitate ice walls (lasting 10 turns) within your Winter Storm's area. Uses 13 power out of 40/40 The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
![]() 3.0 T5 longsword 1H weapon [Unique] Nature/Disrupt Power 42.0 - 58.8 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +20.0% Atk.spd 100% On Hit: * 50 arcane resource burn While equipped: ----- def ----- Resists +15% blight -15% physical +15% all ---------- misc Cooldown Mana Clash -2 Aura of Silence -2 A thin voratun blade with an ivory handle wrapped in purple cloth. The weapon is nearly as legendary as its former owner, Marcus Dunn, and was thought to have been destroyed after Marcus was slain near the end of the Spellhunt. It seems somebody well versed in antimagic could use it to its fullest potential. |
![]() 3.0 T1 mace 1H weapon [Ego++] Master Power 12.5 - 17.5 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Crit.mult +12.00% Res.pen +7% physical Acc +7 (+0 eff.) Apr +14 Blunt and deadly. |
![]() 3.0 T2 mace 1H weapon [Random Unique] Arcane/Master/Psionic Power 20.0 - 28.0 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +5 temporal On Hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Dmg.mod +3% mind Res.pen +15% mind Melee Ret 5 temporal On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +6% temporal Blunt and deadly. |
![]() 3.0 T4 mace 1H weapon [Random Unique] Nature/Master/Psionic Power 33.5 - 46.9 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% Melee+ +13 nature +13 temporal On Hit: * 25% chance to put talents on cooldown While equipped: Stats +5 Con dps ---------- Phys.pwr +11 (+1 eff.) Dmg.mod +3% darkness Res.pen +15% mind +9% physical ----- def ----- Resists +9% darkness +9% mind Disarm- +22% Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Random Unique] Arcane/Master Power 44.0 - 61.6 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% Melee+ +8 light Against +25% Undead On Hit: * Random elemental explosion While equipped: dps ---------- Dmg.mod +3% darkness +9% fire Res.pen +17% acid +15% physical +17% cold +17% lightning +32% fire Acc +15 (+1 eff.) Apr +11 On Hit (Melee): * 15% chance to inflict 15% damage reduction * 24% chance to disease ----- def ----- Resists +15% blight Blunt and deadly. |
![]() 3.0 T2 waraxe 1H weapon [Random Unique] Disrupt/Master/Psionic Power 12.0 - 16.8 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +6 nature On Hit.r1 +4 acid On Hit: * 25% chance to put talents on cooldown * 25% chance to remove a magical effect While equipped: dps ---------- Dmg.mod +7% physical Res.pen +7% physical Apr +7 ----- def ----- Resists +6% blight +3% fire +3% light +5% arcane Spell.save +6 (+1 eff.) One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Ego++] Master Power 13.5 - 18.9 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 111% On Crit: * cripple the target While equipped: Stats +3 Dex dps ---------- Phys.crit +9.0% Acc +9 (+0 eff.) One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Random Unique] Arcane/Master/Psionic Power 21.0 - 29.4 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +13 Crit +4.5% Atk.spd 100% Phasing +22% Melee+ +11 darkness Against +6% Living On Hit.r1 +8 lightning +8 fire While equipped: dps ---------- Acc +9 (+0 eff.) Melee Ret 8 lightning ----- def ----- Defense +8 (+0 eff.) Resists +6% fire Disarm- +29% One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Unique] Nature/Master Power 33.0 - 46.2 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +7.0% Atk.spd 100% Dmg.conv 50% ice On Hit: 15% Ice Breath 2 While equipped: dps ---------- Res.pen +20% cold ----- def ----- Armour +20 Ice.pen +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
![]() 3.0 T3 waraxe 1H weapon [Ego+] Master Power 30.5 - 42.7 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 111% While equipped: Stats +4 Dex dps ---------- Acc +10 (+0 eff.) One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Nature/Psionic Power 41.5 - 58.1 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +20 darkness Against +20% Living On Hit.r1 +4 nature +8 lightning On Hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +14% nature +25% lightning ----- def ----- Resists +9% nature +9% all One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Nature/Psionic Power 40.0 - 56.0 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Phasing +10% Melee+ +12 blight +20 darkness Against +19% Living On Hit: * 35% chance to daze at end of turn While equipped: Stats +6 Str +8 Dex +4 Mag +4 Wil +4 Cun +4 Con dps ---------- Spell.crit +3% Res.pen +13% lightning +15% nature ----- def ----- Resists +9% all One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Unique] Psionic Power 58.0 - 81.2 Phys.bleed Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +16 Crit +7.0% Atk.spd 100% While equipped: Stats +4 Str +4 Dex dps ---------- Dmg.mod +10% physical ---------- misc See.Invis +5 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
![]() 1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 40% Wil, 55% Dex, 50% Mag 35% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+0 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 40% Wil, 45% Dex, 50% Mag 45% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +10 blight +10 fire burn On Crit.r2 +20 infective blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 40% Wil, 45% Dex, 60% Mag 45% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 2.0 Pwr.cost 4 out of 10/10. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of darkness, doing 649.52 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 1.0 T2 dagger 1H weapon [Random Unique] Nature/Master/Psionic Power 18.5 - 24.1 Physical Uses 40% Wil, 45% Str, 50% Mag 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +4 temporal +6 nature +12 darkness On Hit: * 25% chance to put talents on cooldown While equipped: dps ---------- Melee Ret 8 darkness ----- def ----- Resists +3% blight Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 40% Wil, 100% Mag, 50% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+1 eff.) Spell.save +10 (+1 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 30.0 - 39.0 Physical Uses 40% Wil, 45% Dex, 50% Mag 45% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +30 Crit +10.0% Atk.spd 100% Melee+ +20 darkness While equipped: dps ---------- Dmg.mod +10% darkness ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() 1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 40% Wil, 50% Mag, 100% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +20 Crit +10.0% Atk.spd 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 ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 40% Wil, 45% Str, 55% Mag 55% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+1 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 25.0 - 32.5 Physical Uses 40% Wil, 45% Dex, 50% Mag 45% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +20 Crit +20.0% Atk.spd 100% Melee+ +20 light While equipped: dps ---------- Dmg.mod +10% light ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
![]() 1.0 T4 dagger 1H weapon [Random Unique] Nature/Master Power 28.0 - 36.4 Physical Uses 40% Wil, 45% Str, 50% Mag 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% Melee+ +5 nature +9 temporal On Crit.r2 +13 ice While equipped: dps ---------- Dmg.mod +8% physical Res.pen +4% cold +8% physical Apr +8 ----- def ----- Armour +11 Resists +3% temporal +1% physical Blind- +10% Disease- +10% Confus- +10% Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Random Unique] Arcane/Master/Psionic Power 32.0 - 41.6 Physical Uses 40% Wil, 45% Str, 50% Mag 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +10 Crit +8.0% Atk.spd 100% Phasing +30% Melee+ +11 light +8 darkness Against +11% Undead +8% Living While equipped: dps ---------- Res.pen +6% physical Acc +4 (+0 eff.) Apr +12 ---------- misc Max.stam +5.00 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Random Unique] Disrupt/Master Power 50.0 - 65.0 Physical Uses 40% Wil, 45% Str, 50% Mag 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +16 acid +16 nature On Hit.r1 +8 acid On Hit: * 52% chance to blind * 25% chance to remove a magical effect While equipped: dps ---------- Dmg.mod +6% nature Res.pen +12% physical Acc +12 (+1 eff.) Apr +11 ----- def ----- Resists +12% nature Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Random Unique] Arcane/Master Power 37.0 - 48.1 Arcane Uses 40% Wil, 45% Str, 50% Mag 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Phasing +10% Melee+ +6 acid +22 cold +8 arcane On Crit: * splashes the target with acid While equipped: Stats +3 Str +3 Dex +2 Con dps ---------- Phys.pwr +4 (+0 eff.) Dmg.mod +12% physical Res.pen +11% physical Acc +8 (+0 eff.) Apr +6 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Random Unique] Arcane/Master/Psionic Power 50.0 - 65.0 Physical Uses 40% Wil, 45% Str, 50% Mag 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +15 lightning +13 darkness Against +16% Living On Crit.r2 +8 fire On Hit: * 40% chance to cause random gloom * 25% chance for lightning to arc to a second target While equipped: dps ---------- Dmg.mod +18% fire Res.pen +5% acid Sharp, short and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature Power 8.0 - 8.8 Nature Uses 65% Wil, 50% Mag, 10% Cun Mastery Psiblades Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.20 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.0 Pwr.cost 26 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 542 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 T2 mindstar 1H weapon [Random Unique] Nature Power 6.0 - 6.6 Mind Uses 75% Wil, 50% Mag, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +8 mind While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +3% acid ----- def ----- Resists +5% arcane Phys.save +3 (+0 eff.) Spell.save +4 (+1 eff.) Mind.save +3 (+0 eff.) Heal.mod +15% Heal/summ +13 ---------- misc Equi/ret +1.70 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 T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 10.0 - 11.0 Lightning Uses 80% Wil, 50% Mag, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +12 (+1 eff.) Dmg.mod +15% lightning Res.pen +9% lightning ----- def ----- Resists +15% lightning Mind.save +9 (+0 eff.) ---------- misc Max.psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
![]() 3.0 T3 mindstar 1H weapon [Unique] Nature Power 10.0 - 11.0 Nature Uses 75% Wil, 50% Mag, 50% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +6% Mind.pwr +12 (+1 eff.) Dmg.mod +8% physical +8% cold +8% fire ----- def ----- Heal/summ +30 ---------- misc Max.summ +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) Rage: Level 4.0 Pwr.cost 7 out of 16/16. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Induces a killing rage in one of your summons, increasing all its stats by 72 for 10 turns. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
![]() 3.0 T3 mindstar 1H weapon [Random Unique] Nature/Psionic This mindstar projects psionic energy if enough is absorbed. This natural mindstar summons a caller. Power 10.0 - 11.0 Nature Uses 80% Wil, 50% Mag, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+1 eff.) Dmg.mod +12% lightning +8% fire +8% cold Res.pen +15% fire Melee Ret 4 mind 12 fire ----- def ----- Resists +3% fire Heal.mod +17% Heal/summ +21 ---------- misc Masteries +0.20 Psionic/Focus +0.20 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 7.0 - 7.7 Mind Uses 80% Wil, 50% Mag, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Dmg.mod +7% mind +19% darkness Res.pen +13% darkness Melee Ret 5 mind 7 darkness ----- def ----- Resists +14% darkness Blind- +18% ---------- misc Masteries +0.20 Cursed/Darkness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic This parasitic mindstar will draw strength from other psionic mindstars. Power 16.5 - 18.2 Nature Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +15.0% Atk.spd 100% On Hit: * Slows global speed by 17% * 20% chance to corrode armour by 30% While equipped: Stats +6 Cun +2 Str dps ---------- Mind.crit +5% Crit.mult +14.00% Mind.pwr +10 (+1 eff.) On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +3% nature Crit.dmg- 10.00% HP.leech%% +9% HP.leech +13% Cut- +5% Disarm- +10% ---------- misc Hate/m.crit +5.00 Max.hate +21.00 Divide the mindstar in two Puts all charms on 1 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Disrupt Power 22.0 - 24.2 Nature Uses 100% Wil, 50% Mag, 20% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+2 eff.) Dmg.mod +20% nature +10% acid Res.pen +20% nature +10% acid ----- def ----- Resists +25% blight +15% nature ---------- misc Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Slime Wave: Level 3.0 Pwr.cost 13 out of 30/30. Range melee/personal 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 14, doing 396.04 slime damage for 25 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. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature This natural fire should be returned to the wyrm. The natural wyrm seeks an element. Power 16.5 - 18.2 Nature Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Crit.r2 +8 lightning While equipped: Stats +3 Str +5 Dex dps ---------- Mind.crit +5% Mind.pwr +10 (+1 eff.) All.spd +5% Dmg.mod +16% fire Res.pen +5% arcane +20% fire Melee Ret 5 lightning 10 physical 8 cold 9 acid 22 fire ----- def ----- Fatigue -2% Resists +8% lightning +9% physical +22% fire +4% cold +8% acid Heal.mod +30% Heal/summ +30 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 T1 whip 1H weapon [Unique] Arcane Power 17.0 - 18.7 Physical Uses 40% Wil, 50% Mag, 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+0 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 549.20 to 1647.60 lightning damage (based on Magic and Dexterity). Uses 5 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
![]() 4.0 T1 longbow 2H weapon [Unique] Master Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.2% crit / acc Atk.spd 133% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+1 eff.) Steady Shot: Level 2.0 Pwr.cost 4 out of 8/8. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 151% damage with a 24% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
![]() 4.0 T2 longbow 2H weapon [Unique] Arcane/Nature Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.2% crit / acc Atk.spd 125% Range +7 While equipped: dps ---------- Ranged+ 20 blight Dmg.mod +40% blight On Hit (Ranged): * 40% chance to disease ----- def ----- Disease- +50% Cyst Burst: Level 5.0 Pwr.cost 5 out of 20/20. Range 8 Travel.spd instantaneous Is a spell Description: Make your target's diseases burst, doing 334.03 blight damage for each disease it is infected with. This will also spread any diseases to any nearby foes in a radius of 3. The damage will increase with your Spellpower. 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 T3 longbow 2H weapon [Unique] Arcane Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.2% crit / acc Atk.spd 125% Range +9 Proj.spd +400% On Hit: 100% Arcane Eye 4 While equipped: dps ---------- Ranged+ 25 arcane ---------- misc Light +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
![]() 4.0 T3 longbow 2H weapon [Random Unique] Disrupt/Master Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.2% crit / acc Atk.spd 143% Range +8 Proj.spd +200% Ranged+ +26 nature On Crit: * silences the target While equipped: Stats +5 Str dps ---------- Phys.pwr +11 (+1 eff.) Res.pen +12% nature ----- def ----- Armour +2 Resists +3% nature +6% cold Pinning- +15% Longbows are used to shoot arrows at your foes. |
![]() 4.0 T4 sling 1H weapon [Ego] Master Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.1% dam / acc Atk.spd 125% Range +9 While equipped: Stats +7 Cun dps ---------- Phys.crit +6.0% Res.pen +22% physical Acc +10 (+0 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon [Random Unique] Nature/Disrupt/Master Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.1% dam / acc Atk.spd 125% Range +10 Ranged+ +23 nature +15 cold On Crit: * silences the target While equipped: Stats +7 Str dps ---------- Phys.pwr +14 (+1 eff.) Dmg.mod +9% lightning Res.pen +15% nature +11% cold ----- def ----- Armour +10 Resists +9% mind Spell.save +6 (+1 eff.) Mind.save +3 (+0 eff.) Blind- +15% Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T5 arrow ammo [Random Unique] Arcane/Master Power 68.0 - 95.2 Physical Uses 40% Wil, 50% Str, 50% Mag 70% Dex Acc+ +0.2% crit / acc Apr +36 Crit +3.0% Capacity 126 Rld cld 1 Ranged+ +24 temporal +28 arcane +15 physical On Crit.r2 +4 arcane On Hit: * 10% chance to stun, blind, pin, or confuse the target While equipped: ---------- misc Reload +6 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 shot ammo [Random Unique] Nature/Master/Psionic Power 57.0 - 68.4 Physical Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Acc+ +0.1% dam / acc Apr +5 Crit +5.5% Capacity 17 Ranged+ +17 gravity +12 nature +25 darkness Against +13% Living On Hit.r1 +12 nature On Crit.r2 +4 nature On Hit: * Slows global speed by 45% * 10% chance to crush the target Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo [Unique] Psionic Power 38.0 - 45.6 Physical Uses 50% Wil, 70% Dex, 50% Mag 50% Cun Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Capacity 20 Ranged+ +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. |
![]() 3.0 T4 shot ammo [Unique] Arcane Power 32.0 - 38.4 Fire Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Capacity 20 On Hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
![]() 3.0 T5 shot ammo [Random Unique] Arcane/Master/Psionic Power 52.5 - 63.0 Physical Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Acc+ +0.1% dam / acc Apr +6 Crit +22.0% Capacity 24 Ranged+ +20 blight +8 lightning +8 arcane +50 darkness Against +19% Living On Hit.r1 +12 arcane On Crit.r2 +20 lightning On Hit: * 20% chance to curse the target On Crit: * cripple the target Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Random Unique] Arcane/Psionic Power 52.0 - 62.4 Arcane Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Acc+ +0.1% dam / acc Apr +6 Crit +7.0% Capacity 20 Ranged+ +4 acid +18 cold On Crit.r2 +12 arcane +4 temporal On Hit: * Random elemental explosion * 25% chance to put talents on cooldown Shots are used with slings to pummel your foes to death. |
![]() 7.0 T3 shield armor [Unique] Nature While equipped: Stats +5 Wil ----- def ----- Armour +2 Defense +8 (+0 eff.) Rng.Def +8 (+0 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +3 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
![]() 7.0 T3 shield armor [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 lightning Res.pen +5% blight +10% darkness Melee Ret 16 lightning On Hit (Melee): * 20% chance to disease On Melee Ret: * 11% chance to daze at end of turn ----- def ----- Armour +2 Defense +14 (+1 eff.) Rng.Def +8 (+0 eff.) Fatigue +12% Resists +12% lightning Proj.evade +7% ---------- misc Talents +3 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor [Unique] Arcane While equipped: ----- def ----- Armour +25 Defense +5 (+0 eff.) Rng.Def +10 (+1 eff.) Fatigue +12% Resists +10% acid +10% physical +10% lightning +10% fire ---------- misc Talents +4 Block On block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
![]() 7.0 T4 shield armor [Unique] Master While equipped: Stats +10 Con ----- def ----- Armour +4 Defense +14 (+1 eff.) Rng.Def +14 (+1 eff.) Fatigue +19% Resists +25% blight HP.reg +5.00 ---------- misc Talents +5 Block Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
![]() 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +4 (+0 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+1 eff.) Resists +15% cold ---------- misc Masteries +0.10 Spell/Water This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+1 eff.) Resists +15% acid +12% physical Phys.save +10 (+1 eff.) Send out a range 5 beam of kinetic energy, dealing 999.10 to 1248.87 physical damage (based on Willpower and Cunning) with knockback. Uses 5 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Dmg.mod +10% arcane 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 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +9% Spell.pwr +21 (+2 eff.) ---------- misc Mana/turn +0.22 Max.mana +56.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Cun dps ---------- Spell.crit +7% Mind.crit +3% Spell.pwr +7 (+0 eff.) Mind.pwr +8 (+1 eff.) Dmg.mod +8% mind +13% light +27% darkness Res.pen +13% mind Melee Ret 12 arcane On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Defense +2 (+0 eff.) Resists +22% darkness +5% arcane ---------- misc Psi/turn +0.62 Max.psi +21.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+1 eff.) Dmg.mod +10% acid +10% nature +10% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+1 eff.) Resists +30% nature Phys.save +10 (+1 eff.) Spell.save +10 (+1 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 T3 cloth armor [Random Unique] Nature/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +3 (+1 eff.) Melee Ret 12 fire ----- def ----- Armour +4 Defense +2 (+0 eff.) Resists +22% blight +3% lightning Mind.save +19 (+1 eff.) Max.HP +126.00 HP.reg +4.30 Heal.mod +28% Silence- +10% Disarm- +5% Pinning- +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Random Unique] Arcane While equipped: Stats +6 Mag dps ---------- Dmg.mod +10% temporal +26% light +6% nature Res.pen +10% acid ----- def ----- Armour +4 Defense +8 (+0 eff.) Resists +3% acid +10% temporal +32% light +9% nature +8% darkness Max.HP +36.00 ---------- misc Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +7 Con dps ---------- Dmg.mod +14% nature +16% lightning ----- def ----- Defense +2 (+0 eff.) Resists +24% lightning Poison- +32% Disease- +38% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Random Unique] Arcane While equipped: Stats +2 Cun +3 Wil dps ---------- Spell.crit +6% Spell.pwr +8 (+0 eff.) Dmg.mod +8% acid +8% physical +9% light +8% darkness +5% fire +14% arcane +7% cold ----- def ----- Defense +3 (+0 eff.) Resists +15% acid +13% physical +14% fire +15% cold Crit.dmg- 15.00% ---------- misc Max.mana +64.00 Light +2 Infravis +3 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Spell.pwr +15 (+1 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+1 eff.) Resists +10% fire +10% cold Spell.save +18 (+2 eff.) Mind.save +15 (+1 eff.) Blind- +40% ---------- misc Mana/turn +1.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() 2.0 T4 cloth armor [Random Unique] Nature While equipped: Stats +8 Str +8 Mag +7 Wil dps ---------- Dmg.mod +17% lightning +33% cold +13% physical +17% fire Res.pen +10% acid +10% fire Melee Ret 22 acid ----- def ----- Defense +3 (+0 eff.) Resists +13% lightning +35% cold +52% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+1 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+1 eff.) Resists +20% lightning Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
![]() 2.0 T5 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +8 Mag dps ---------- Mind.crit +4% Mind.pwr +9 (+1 eff.) Dmg.mod +17% nature +19% physical +16% mind +14% temporal Res.pen +11% physical +12% mind +25% temporal On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Defense +5 (+0 eff.) Resists +15% fire +25% nature +5% arcane Anom.red +16 Disease- +15% Stun/Frz- +10% ---------- misc Psi/turn +0.42 Max.psi +40.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +9% Mind.pwr +20 (+2 eff.) Melee+ 35 mind 10% gloom effects Res.pen +20% all Melee Ret 35 mind 10% gloom effects ----- def ----- Defense +12 (+1 eff.) ---------- misc Psi/turn +0.20 Hate/m.crit +4.00 Psi/m.crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Slaughter +0.10 Psionic/Solipsism +0.20 Cursed/Punishments On Mind Hit: 8% Agony 2 On Mind Hit: 8% Hateful Whisper 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
![]() 2.0 T5 cloth armor [Random Unique] Psionic While equipped: Stats +4 Str +5 Dex +6 Cun dps ---------- Crit.mult +12.00% Dmg.mod +16% mind +9% light Melee Ret 8 light ----- def ----- Defense +5 (+0 eff.) Resists +38% mind +21% darkness Phys.save +16 (+1 eff.) Spell.save +14 (+1 eff.) Mind.save +20 (+1 eff.) ---------- misc Hate/m.crit +4.00 Psi/m.crit +3.00 Infravis +2 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +2 Str +2 Dex dps ---------- Mind.crit +4% Mind.pwr +6 (+1 eff.) Res.pen +10% blight ----- def ----- Defense +5 (+0 eff.) Resists +9% lightning +11% darkness +30% blight +11% fire +12% cold +9% light Phys.save +19 (+2 eff.) Spell.save +29 (+3 eff.) Mind.save +50 (+3 eff.) Max.HP +80.00 HP.reg +6.00 Heal.mod +25% ---------- misc Light +2 Infravis +2 Telepathy Humanoid/Orc A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Random Unique] Nature While equipped: Stats +11 Str +7 Mag +8 Wil +6 Cun dps ---------- Dmg.mod +20% lightning +14% physical +21% darkness +17% fire +19% cold Melee Ret 12 darkness ----- def ----- Defense +5 (+0 eff.) Resists +15% lightning +13% cold +25% fire +19% blight Max.HP +91.00 HP.reg +5.50 Heal.mod +30% ---------- misc Infravis +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Random Unique] Arcane While equipped: Stats +6 Wil +15 Mag dps ---------- Spell.pwr +40 (+3 eff.) S.pwr/crit +6 Dmg.mod +15% light +20% all Res.pen +5% acid +28% light Melee Ret 4 light On Hit (Melee): * 30% chance to blind * 40% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +8 Defense +12 (+1 eff.) Resists +6% acid +13% light +15% darkness Max.HP +70.00 Silence- +50% ---------- misc Light +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Random Unique] Arcane While equipped: dps ---------- Mind.pwr +8 (+1 eff.) Dmg.mod +40% blight +18% darkness +9% mind ----- def ----- Defense +5 (+0 eff.) Resists +40% blight +3% lightning +9% mind +27% darkness ---------- misc Equi/ret +0.04 Psi/ret +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Random Unique] Arcane While equipped: Stats +5 Mag dps ---------- Spell.crit +5% Spell.pwr +4 (+0 eff.) Mind.pwr +6 (+1 eff.) Dmg.mod +15% blight +5% physical +9% mind +13% temporal Res.pen +8% temporal +11% physical ----- def ----- Defense +5 (+0 eff.) Resists +15% blight Spell.save +18 (+2 eff.) Anom.red +12 Heal/summ +30 ---------- misc Telepathy Humanoid/Orc A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T2 light armor [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +6% arcane Melee Ret 4 lightning 11 physical ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +7% Resists +6% lightning +15% cold +6% arcane Spell.save +10 (+1 eff.) A suit of armour made of leather. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +6 Defense +4 (+0 eff.) Rng.Def +8 (+0 eff.) Fatigue +10% Max.HP +45.00 HP.reg +0.70 Knockbk- +10% ---------- misc Max.enc +20 Stam/turn +0.70 Max.stam +43.00 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 T3 light armor [Random Unique] Master/Psionic While equipped: Stats +5 Str +5 Dex dps ---------- Crit.mult +10.00% ----- def ----- Armour +6 Defense +8 (+0 eff.) Fatigue +8% Resists +7% mind +16% cold Phys.save +5 (+0 eff.) Mind.save +22 (+1 eff.) Heal/summ +10 ---------- misc Hate/m.crit +3.00 A suit of armour made of leather. |
![]() 9.0 T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con ----- def ----- Armour +7 Defense +6 (+0 eff.) Fatigue +7% Resists +35% nature Crit.dmg- 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
![]() 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+1 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() 9.0 T3 light armor [Random Unique] Nature/Master While equipped: Stats +3 Dex +6 Wil dps ---------- Mov.spd +20% Melee Ret 7 light On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +6 Defense +5 (+0 eff.) Rng.Def +5 (+0 eff.) Fatigue +8% Resists +17% acid +15% darkness +3% light +16% blight Spell.save +30 (+3 eff.) ---------- misc Light +1 A suit of armour made of leather. |
![]() 9.0 T4 light armor [Random Unique] Master While equipped: Stats +7 Str +12 Dex +2 Cun dps ---------- Mov.spd +20% Melee Ret 14 physical ----- def ----- Armour +13 Defense +21 (+1 eff.) Rng.Def +13 (+1 eff.) Fatigue +8% Resists +6% fire +3% cold Phys.save +17 (+1 eff.) Disease- +10% Stun/Frz- +5% ---------- misc Max.hate +4.00 A suit of armour made of leather. |
![]() 9.0 T5 light armor [Random Unique] Nature/Master While equipped: Stats +2 Dex +3 Con dps ---------- Crit.mult +6.00% Phys.pwr +2 (+0 eff.) Melee Ret 8 darkness ----- def ----- Armour +12 Defense +5 (+0 eff.) Fatigue +8% Resists +11% acid +18% physical +13% cold Phys.save +42 (+3 eff.) ---------- misc Breathe water A suit of armour made of leather. |
![]() 9.0 T5 light armor [Random Unique] Arcane/Master While equipped: dps ---------- Melee+ 41 acid 39 fire Dmg.mod +15% mind Res.pen +5% arcane Melee Ret 28 acid 29 fire 8 mind 8 blight ----- def ----- Armour +8 Defense +5 (+0 eff.) Fatigue +8% Resists +52% acid +55% fire +9% mind +30% lightning Spell.save +6 (+1 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% A suit of armour made of leather. |
![]() 9.0 T5 light armor [Random Unique] Nature/Master While equipped: Stats +4 Dex dps ---------- Mind.crit +2% Mind.pwr +21 (+2 eff.) Mov.spd +20% Dmg.mod +3% fire Melee Ret 20 mind ----- def ----- Armour +8 Defense +21 (+1 eff.) Rng.Def +16 (+1 eff.) Fatigue +8% Resists +49% lightning +20% physical +20% cold +14% fire +20% acid Mind.save +30 (+2 eff.) Heal/summ +10 ---------- misc Psi/ret +0.08 Max.psi +10.00 Telepathy Humanoid/Orc A suit of armour made of leather. |
![]() 9.0 T5 light armor [Random Unique] Nature/Master While equipped: dps ---------- Spell.crit +1% Mind.pwr +8 (+1 eff.) Melee+ 10 fire Ranged+ 10 fire Dmg.mod +9% blight +9% lightning Res.pen +15% lightning +10% arcane Melee Ret 12 fire ----- def ----- Armour +23 Defense +5 (+0 eff.) Fatigue +8% Resists +44% acid +50% physical +19% cold +17% lightning +50% fire Def/telep +15 Res/telep +15% Dur/telep +15% A suit of armour made of leather. |
![]() 9.0 T5 light armor [Random Unique] Nature/Disrupt While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +5% darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +8 Defense +5 (+0 eff.) Fatigue +8% Resists +36% blight +32% nature +6% darkness D.Red.from +13% Unnatural Max.HP +51.00 A suit of armour made of leather. |
![]() 9.0 T5 light armor [Random Unique] Disrupt/Master/Psionic While equipped: Stats +7 Cun dps ---------- Crit.mult +6.00% Dmg.mod +3% physical ----- def ----- Armour +17 Defense +27 (+2 eff.) Rng.Def +9 (+1 eff.) Fatigue +8% Resists +11% blight +23% cold +16% nature D.Red.from +8% Unnatural Mind.save +30 (+2 eff.) A suit of armour made of leather. |
![]() 9.0 T5 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Dex dps ---------- Mind.pwr +15 (+1 eff.) Mov.spd +20% ----- def ----- Armour +8 Defense +16 (+1 eff.) Rng.Def +15 (+1 eff.) Fatigue +8% Resists +17% acid +20% physical +9% temporal +3% nature +19% cold +16% fire +10% mind +23% lightning Mind.save +22 (+1 eff.) Silence- +10% Pinning- +10% Stun/Frz- +5% ---------- misc See.Invis +9 Telepathy Dragon A suit of armour made of leather. |
![]() 14.0 T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +0.50 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Bloodcasting: (Instant) Level 2.0 Pwr.cost 26 out of 60/60. Range 10 Travel.spd instantaneous Is a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
![]() 14.0 T2 heavy armor [Random Unique] Arcane/Master While equipped: Stats +4 Str dps ---------- Melee Ret 10 physical ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +14% Resists +15% temporal +6% arcane +6% cold Spell.save +11 (+1 eff.) A suit of armour made of mail. |
![]() 14.0 T2 heavy armor [Ego+] Master While equipped: Stats +7 Str dps ---------- Melee Ret 14 physical ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +14% Resists +14% darkness +9% physical ---------- misc Light +2 Track: Puts all charms on 13 cooldown Level 4.0 Pwr.cost 13 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 151 for 7 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 14.0 T2 heavy armor [Random Unique] Disrupt/Master While equipped: ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +14% Resists +6% lightning +6% physical +23% blight +3% cold +22% nature +5% arcane Phys.save +12 (+1 eff.) A suit of armour made of mail. |
![]() 14.0 T3 heavy armor [Random Unique] Nature/Master While equipped: Stats +2 Wil dps ---------- Res.pen +25% acid Melee Ret 6 light ----- def ----- Armour +11 Defense +3 (+0 eff.) Fatigue +16% Resists +13% acid +13% darkness +15% blight +8% cold +3% fire +15% lightning ---------- misc Light +2 Breathe water A suit of armour made of mail. |
![]() 14.0 T4 heavy armor [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +4 (+0 eff.) Fatigue +16% Max.HP +83.00 HP.reg +3.40 Heal.mod +26% A suit of armour made of mail. |
![]() 14.0 T5 heavy armor [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Mag dps ---------- S.pwr/crit +6 Res.pen +10% arcane Melee Ret 8 arcane ----- def ----- Armour +10 Defense +5 (+0 eff.) Fatigue +16% Resists +10% mind +30% fire Mind.save +17 (+1 eff.) Max.HP +62.00 HP.reg +2.30 Heal.mod +29% ---------- misc Mana/turn +0.16 Vim/s.crit +1.00 Max.vim +20.00 A suit of armour made of mail. |
![]() 14.0 T5 heavy armor [Random Unique] Disrupt/Master While equipped: Stats +9 Str +3 Dex +8 Con dps ---------- Mind.crit +1% ----- def ----- Armour +20 Defense +5 (+0 eff.) Fatigue +16% Resists +13% acid +11% physical +12% lightning +20% blight +9% cold +14% nature +13% fire D.Red.from +15% Unnatural Mind.save +9 (+0 eff.) Max.HP +99.00 ---------- misc Max.psi +30.00 A suit of armour made of mail. |
![]() 14.0 T5 heavy armor [Random Unique] Nature/Master While equipped: dps ---------- Melee Ret 4 light ----- def ----- Armour +10 Defense +5 (+0 eff.) Fatigue +16% Resists +9% light +26% fire Max.HP +147.00 HP.reg +6.10 Heal.mod +52% ---------- misc Equi/ret +0.12 Max.psi +30.00 Light +1 A suit of armour made of mail. |
![]() 14.0 T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+1 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 22 out of 80/80. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Spit a cloud of flames, doing 411.38 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() 14.0 T5 heavy armor [Random Unique] Master While equipped: ----- def ----- Armour +18 Defense +5 (+0 eff.) Fatigue +8% Resists +3% acid +15% physical +3% light +3% blight +15% temporal Phys.save +61 (+5 eff.) Spell.save +19 (+2 eff.) A suit of armour made of mail. |
![]() 17.0 T2 massive armor [Random Unique] Nature/Disrupt/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Melee Ret 4 light 8 mind 8 nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +9 Defense +4 (+0 eff.) Fatigue +22% Resists +27% blight +12% darkness +10% nature Mind.save +10 (+0 eff.) ---------- misc Light +2 A suit of armour made of metal plates. |
![]() 12.0 T2 massive armor [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con ----- def ----- Armour +12 Defense +4 (+0 eff.) Fatigue +14% Resists +18% cold +18% darkness +18% nature Heal.mod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
![]() 17.0 T4 massive armor [Random Unique] Nature/Master While equipped: Stats +8 Str dps ---------- Melee Ret 4 temporal On Hit (Melee): * 20% chance to disease ----- def ----- Armour +21 Defense +7 (+0 eff.) Fatigue +26% Resists +9% acid +16% physical +17% darkness +12% temporal +10% cold +9% lightning +9% fire HP.reg +5.20 ---------- misc Stam/turn +1.70 Light +2 Track: Puts all charms on 13 cooldown Level 4.0 Pwr.cost 13 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 151 for 7 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor [Ego+] Nature/Master While equipped: dps ---------- Melee Ret 18 physical ----- def ----- Armour +13 Defense +7 (+0 eff.) Fatigue +26% Max.HP +88.00 HP.reg +3.00 Heal.mod +21% A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +9 Str ----- def ----- Armour +26 Defense +15 (+1 eff.) Rng.Def +6 (+0 eff.) Fatigue +26% Resists +6% lightning +12% physical +40% darkness +9% mind +14% light Spell.save +6 (+1 eff.) Mind.save +25 (+2 eff.) Pinning- +25% ---------- misc Light +2 Track: Puts all charms on 13 cooldown Level 4.0 Pwr.cost 13 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 151 for 7 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.pwr +12 (+1 eff.) ---------- misc 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. |
![]() 1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Surround yourself with a magical shield (strength 2785, based on Magic) for 10 turns. Uses 9 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 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Cun +4 Dex dps ---------- Phys.crit +7.0% Mind.crit +8% Res.pen +10% arcane Melee Ret 8 arcane On Hit (Melee): * 20% chance to disease ----- def ----- Resists +5% arcane D.Red.from +21% Summoned HP.reg +1.30 Heal.mod +19% A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +5 Cun +2 Con dps ---------- Spell.pwr +24 (+2 eff.) Dmg.mod +25% physical Res.pen +16% physical On Hit (Melee): * 30% chance to blind ----- def ----- Resists +9% acid Crit.dmg- 10.00% Mind.save +28 (+2 eff.) ---------- misc Telepathy Demon/Minor Demon/Major A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Cun +3 Dex dps ---------- Res.pen +15% acid +15% fire Acc +8 (+0 eff.) Apr +9 ----- def ----- Armour +10 Defense +10 (+1 eff.) Resists +6% acid +21% fire +17% light +22% cold Stealth +13 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Dex +4 Wil +11 Cun dps ---------- Mind.crit +8% Res.pen +5% mind Acc +10 (+0 eff.) Apr +8 ----- def ----- Armour +4 Defense +3 (+0 eff.) Resists +11% acid +9% temporal +10% cold +12% fire +3% nature +8% lightning Disarm- +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Mag +4 Wil +4 Cun +4 Con dps ---------- Spell.crit +4% Mind.pwr +14 (+1 eff.) Res.pen +15% light +10% fire ----- def ----- Armour +3 Fatigue +3% Phys.save +29 (+2 eff.) Spell.save +9 (+1 eff.) Mind.save +30 (+2 eff.) ---------- misc Mana/turn +0.40 Max.mana +44.00 Max.hate +6.00 A pair of boots made of leather. |
![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+0 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 9 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() 2.0 T5 feet armor [Random Unique] Nature/Master While equipped: Stats +9 Cun +4 Dex dps ---------- Crit.mult +10.00% Mind.pwr +8 (+1 eff.) Melee Ret 8 nature ----- def ----- Armour +5 Defense +6 (+0 eff.) Rng.Def +6 (+0 eff.) Fatigue +5% Resists +24% lightning +12% temporal HP.reg +5.50 Heal.mod +29% Disease- +10% Disengage: Puts all charms on 7 cooldown Level 1.0 Pwr.cost 7 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Random Unique] Nature/Psionic While equipped: Stats +6 Con +6 Wil dps ---------- Mind.pwr +9 (+1 eff.) Mov.spd +10% Res.pen +10% physical ----- def ----- Armour +5 Fatigue -3% Resists +6% cold +3% light +3% physical Phys.save +15 (+1 eff.) Spell.save +45 (+4 eff.) Mind.save +15 (+1 eff.) Max.HP +53.00 Disease- +20% Cut- +10% Confus- +10% Stun/Frz- +5% ---------- misc Stam/turn +0.90 Blindside: Puts all charms on 11 cooldown Level 1.0 Pwr.cost 11 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 147 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Con dps ---------- Mov.spd +10% ----- def ----- Armour +12 Fatigue -5% Resists +15% acid +9% temporal +6% darkness +9% blight +12% fire +15% cold +12% lightning Max.HP +60.00 Stun/Frz- +20% Teleport- +10% ---------- misc Stam/turn +0.60 Rush: Puts all charms on 11 cooldown Level 1.0 Pwr.cost 11 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 3.0 T1 feet armor [Ego++] Arcane/Master While equipped: ----- def ----- Armour +3 Defense +11 (+1 eff.) Fatigue +2% Silence- +20% Confus- +20% Stun/Frz- +21% Evasion: (Instant) Puts all charms on 13 cooldown Level 2.0 Pwr.cost 13 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 48% chance to evade melee and ranged attacks and 164 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +18% fire ----- def ----- Armour +5 Defense +3 (+0 eff.) Fatigue +6% Resists +20% cold ---------- misc Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 610 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
![]() 3.0 T5 feet armor [Random Unique] Master/Psionic While equipped: Stats +4 Str +3 Dex +5 Wil +6 Cun +10 Con dps ---------- Phys.crit +2.0% Crit.mult +3.00% Phys.pwr +6 (+0 eff.) Mind.pwr +5 (+1 eff.) Dmg.mod +9% physical Res.pen +10% physical ----- def ----- Armour +5 Fatigue +4% Phys.save +20 (+2 eff.) Mind.save +19 (+1 eff.) Rush: Puts all charms on 11 cooldown Level 2.0 Pwr.cost 11 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Unarmed combat: Power 6.0 - 6.6 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Acc+ +0.2% crit / acc Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 100% fire On Hit: 30% Flamespit 3 Flamespit: Level 3.0 Pwr.cost 4 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 880.17 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() 1.0 T1 hands armor [Rare] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Dmg.mod +15% darkness Res.pen +20% darkness Acc +6 (+0 eff.) Apr +7 On Hit (Melee): * 40% chance to daze at end of turn ----- def ----- Armour +1 Resists +9% darkness +12% lightning Unarmed combat: Power 7.0 - 7.7 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Acc+ +0.2% crit / acc Acc +7 Apr +7 Crit +1.0% Atk.spd 100% Melee+ +16 darkness +32 lightning On Crit.r2 +8 darkness On Hit: 15% Perfect Strike 1 Steady Shot: Puts all charms on 9 cooldown Level 3.0 Pwr.cost 9 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Unarmed combat: Power 18.0 - 19.8 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Acc+ +0.2% crit / acc Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 50% fire On Hit: 10% Bellowing Roar 3 On Hit: 10% Fire Breath 2 Fire Breath: Level 2.0 Pwr.cost 11 out of 24/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 4851.34 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
![]() 1.0 T3 hands armor [Random Unique] Nature/Master While equipped: Stats +7 Dex dps ---------- Acc +23 (+1 eff.) ----- def ----- Armour +2 Resists +2% physical Phys.save +10 (+1 eff.) Mind.save +10 (+0 eff.) HP.reg +2.40 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +0.50 Psi/turn +0.21 Mana/s.crit +1.00 Unarmed combat: Power 18.5 - 20.4 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Acc+ +0.2% crit / acc Acc +14 Apr +3 Crit +14.0% Atk.spd 100% On Hit: 10% Second Wind 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Unarmed combat: Power 17.0 - 18.7 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.2% crit / acc Apr +1 Crit +4.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 2.0 Pwr.cost 3 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 924.96 physical damage and knocking targets back 5 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 T3 hands armor [Ego++] Disrupt/Master While equipped: Stats +4 Str +4 Wil +2 Con dps ---------- On Melee Ret: * 27% chance to reduce effective powers by 20% * 27 arcane resource burn ----- def ----- Armour +2 Spell.save +17 (+2 eff.) Disarm- +32% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 18.0 - 19.8 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.2% crit / acc Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Disarm 3 On Hit: * 24% chance to reduce effective powers by 20% * 27 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T5 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +14 Cun +8 Dex dps ---------- Melee+ 11 cold Dmg.mod +10% cold Acc +24 (+1 eff.) Apr +15 ----- def ----- Armour +7 Resists +9% lightning +12% darkness +3% blight +10% cold +3% nature Disarm- +15% Stun/Frz- +20% Knockbk- +15% ---------- misc Infravis +4 Unarmed combat: Power 25.5 - 28.1 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.2% crit / acc Acc +20 Apr +15 Crit +18.0% Atk.spd 100% Melee+ +21 darkness On Crit.r2 +15 ice On Hit: 10% Ice Breath 5 On Hit: 15% Perfect Strike 5 On Crit: 10% Dominate 5 On Hit: * 20 arcane resource burn Track: Puts all charms on 7 cooldown Level 4.0 Pwr.cost 7 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 151 for 7 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T5 hands armor [Random Unique] Nature/Disrupt While equipped: dps ---------- Phys.pwr +12 (+1 eff.) Melee+ 12 cold Dmg.mod +7% cold Acc +8 (+0 eff.) Apr +12 ----- def ----- Armour +3 Resists +15% blight +8% cold +6% light +3% nature Spell.save +35 (+3 eff.) HP.reg +6.00 ---------- misc Stam/turn +1.00 Psi/turn +0.30 Unarmed combat: Power 25.5 - 28.1 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.2% crit / acc Apr +17 Crit +5.0% Atk.spd 100% Melee+ +4 darkness On Crit.r2 +6 ice +12 lightning On Hit: 10% Ice Breath 5 On Hit: 10% Second Wind 1 On Hit: * Slows global speed by 23% * 24% chance to corrode armour by 30% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +1% Mind.pwr +4 (+1 eff.) ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+1 eff.) Unarmed combat: Power 13.0 - 18.2 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 83% Melee+ +10 silence On Hit: 100% Destroy Magic 1 Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() 1.5 T1 hands armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +7 (+0 eff.) ----- def ----- Armour +1 ---------- misc Mana/turn +0.14 Unarmed combat: Power 8.5 - 11.9 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.1% dam / acc Apr +3 Crit +2.0% Atk.spd 83% Melee+ +7 arcane On Hit: 10% Elemental Bolt 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T3 hands armor [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+0 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 25.0 - 35.0 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Acc+ +0.1% dam / acc Apr +10 Crit +10.0% Atk.spd 87% On Hit: 20% Poisonous Bite 3 On Hit: 5% Perfect Control 1 On Hit: 5% Quick as Thought 3 On Hit: 5% Implode 1 Mindhook: Level 4.0 Pwr.cost 7 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
![]() 1.5 T3 hands armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +7 Mag +5 Wil dps ---------- Phys.pwr +8 (+0 eff.) Melee+ 7 arcane Dmg.mod +3% arcane ----- def ----- Armour +8 Resists +5% arcane Die.at -20.00 life Disease- +15% Unarmed combat: Power 26.0 - 36.4 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Acc+ +0.1% dam / acc Apr +9 Crit +8.0% Atk.spd 83% Melee+ +15 arcane On Crit.r2 +7 arcane On Hit: 10% Manathrust 3 Disperse Magic: Puts all charms on 9 cooldown Level 3.0 Pwr.cost 9 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T3 hands armor [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Mind.pwr +6 (+1 eff.) Acc +8 (+0 eff.) Melee Ret 16 mind ----- def ----- Armour +8 Resists +6% acid +12% light +12% nature +18% darkness Phys.save +8 (+1 eff.) Mind.save +8 (+0 eff.) Disarm- +31% Stun/Frz- +35% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.psi +40.00 Unarmed combat: Power 20.5 - 28.7 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Acc+ +0.1% dam / acc Acc +8 Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Perfect Control 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+0 eff.) Mind.save +12 (+1 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 15 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() 2.0 T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil dps ---------- Spell.pwr +8 (+0 eff.) Mind.pwr +8 (+1 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +10% temporal +10% physical Anom.red +5 ---------- misc Masteries +0.20 Chronomancy/Timetravel Wormhole: Level 1.0 Pwr.cost 7 out of 15/15. Range 10 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 5 accuracy). The wormholes will last 6 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 T3 head armor [Random Unique] Arcane While equipped: Stats +3 Mag dps ---------- Spell.pwr +7 (+0 eff.) Dmg.mod +13% darkness Res.pen +25% darkness +10% mind ----- def ----- Defense +2 (+0 eff.) Resists +19% darkness +6% mind Spell.save +8 (+1 eff.) ---------- misc Mana/turn +1.10 Mana/ret +1.60 Max.mana +49.00 Manaflow: Puts all charms on 17 cooldown Level 1.0 Pwr.cost 17 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 28 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Random Unique] Nature/Disrupt/Master While equipped: Stats +6 Str +14 Wil dps ---------- Phys.pwr +10 (+1 eff.) ----- def ----- Armour +7 Fatigue +5% Resists +9% acid +17% physical +24% blight +13% nature +3% temporal Crit.dmg- 5.00% Phys.save +10 (+1 eff.) Mind.save +14 (+1 eff.) Die.at -80.00 life A cap made of leather. |
![]() 3.0 T1 head armor [Ego++] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Apr +5 ----- def ----- Armour +8 Defense +5 (+0 eff.) Fatigue +5% Resists +3% all Phys.save +7 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +8% light ----- def ----- Armour +6 Fatigue +4% Blind- +30% Confus- +30% ---------- misc Light +1 Sun Flare: Level 3.0 Pwr.cost 13 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 533.58 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() 3.0 T3 head armor [Random Unique] Master While equipped: Stats +4 Cun +8 Dex dps ---------- Dmg.mod +6% lightning Apr +5 ----- def ----- Armour +4 Fatigue +4% Resists +16% darkness +9% blight +8% fire +5% arcane +7% cold ---------- misc Infravis +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 4.0 T3 head armor [Unique] Arcane While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +35% fire ----- def ----- Armour +0 Defense +13 (+1 eff.) Fatigue +4% Resists +35% fire Meteor Rain: Level 2.0 Pwr.cost 11 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 598.80 fire and 361.09 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
![]() 3.0 T3 head armor [Ego++] Master/Psionic While equipped: Stats +4 Str +4 Con ----- def ----- Armour +4 Fatigue +4% Resists +18% mind Phys.save +10 (+1 eff.) Mind.save +29 (+2 eff.) Confus- +32% Battle Cry: Puts all charms on 12 cooldown Level 2.0 Pwr.cost 12 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +9 Cun dps ---------- Res.pen +15% mind Acc +12 (+1 eff.) On Melee Ret: * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +7 Defense +11 (+1 eff.) Fatigue +5% Resists +20% light +21% fire +20% darkness +15% cold Blind- +15% Disease- +15% Cut- +20% Teleport- +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor [Random Unique] Master While equipped: Stats +15 Str dps ---------- Phys.crit +3.0% Phys.pwr +2 (+0 eff.) Melee Ret 15 physical On Hit (Melee): * 30% chance to blind ----- def ----- Armour +7 Fatigue +5% Resists +3% light Skullcracker: Puts all charms on 9 cooldown Level 3.0 Pwr.cost 9 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 11729.7 Physical damage. If the attack hits, the target is confused (49% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor [Random Unique] Master/Psionic While equipped: Stats +18 Str +9 Dex dps ---------- Dmg.mod +6% acid ----- def ----- Armour +5 Defense +9 (+1 eff.) Rng.Def +9 (+1 eff.) Fatigue +5% Resists +6% acid +9% cold +25% mind +2% physical Phys.save +12 (+1 eff.) Mind.save +28 (+2 eff.) Blind- +15% Confus- +38% Pinning- +10% Stun/Frz- +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+0 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+0 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+0 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+0 eff.) Item imbue powers: Defense +6 (+0 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+0 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+0 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+0 eff.) Item imbue powers: Defense +8 (+0 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+0 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 green gem [Plot Item] Nature While equipped: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Item imbue powers: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Stun/Frz- +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 2.0 T1 lite [Ego+] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +6 (+1 eff.) ---------- misc Light +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T3 lite [Ego] Arcane/Psionic While equipped: Stats +5 Wil dps ---------- Dmg.mod +11% mind Melee Ret 18 fire ----- def ----- Resists +7% fire ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (482 power, based on Willpower). Uses 5 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 34 power out of 25/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+0 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 5 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 86 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 7598.24 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 11 power out of 53/75 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +27% nature ----- def ----- Resists +12% acid +9% light +15% blight +6% cold +6% nature +5% arcane Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 93 for 7 turns Puts all charms on 9 cooldown 100% to regenerate 6 psi. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Random Unique] Psionic While equipped: ----- def ----- Resists +9% lightning +2% physical +3% mind Mind.save +10 (+0 eff.) ---------- misc Talents +2 Telekinetic Blast +3 Silence Cooldown Silence -1 Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 73 for 7 turns Puts all charms on 9 cooldown 100% to regenerate 5 psi. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 69 for 7 turns Puts all charms on 7 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Ego+] Psionic While equipped: ---------- misc Talents +5 Telekinetic Blast Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 131 for 7 turns Puts all charms on 9 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: Stats +2 Cun dps ---------- Mind.crit +4% Crit.mult +6.00% Dmg.mod +12% mind ----- def ----- Resists +6% nature HP.reg +0.60 ---------- misc Wards +5 physical +9 mind +10 darkness Talents +5 Telekinetic Blast +2 Ward Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 141 for 7 turns Puts all charms on 9 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +18% acid On Hit (Melee): * 15% chance to corrode armour by 30% ---------- misc Wards +2 acid +2 nature +2 light Telepathy Humanoid/Orc Talents +1 Invoke Tentacle +1 Ward Cooldown Invoke Tentacle +5 Remove up to 2 poisons or diseases from a target within range 23 (based on Willpower) Puts all charms on 5 cooldown 100% to regenerate 6 stamina. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+1 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 5 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Spell.pwr +6 (+0 eff.) Dmg.mod +21% arcane +6% blight ----- def ----- Resists +6% lightning ---------- misc Max.vim +20.00 Harden the skin for 7 turns increasing armour by 89 and armour hardiness by 70% Puts all charms on 9 cooldown 100% to regenerate 14 stamina. 100% to regenerate 14 stamina. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 wand charm [Random Unique] Arcane While equipped: ----- def ----- Armour +2 Defense +3 (+0 eff.) Rng.Def +3 (+0 eff.) Crit.dmg- 5.00% Mind.save +22 (+1 eff.) Disarm- +10% ---------- misc Talents +3 Void Blast Disarm traps (61 bonus disarm power, based on Magic) along a range 11 line Puts all charms on 7 cooldown 100% to regenerate 5 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T4 wand charm [Ego+] Arcane Reveal the area around you, dispelling darkness (radius 19, power 261 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 4 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T5 wand charm [Random Unique] Arcane While equipped: Stats +5 Wil dps ---------- Dmg.mod +6% acid +3% arcane On Hit (Melee): * 15% chance to corrode armour by 30% ---------- misc Mana/turn +0.08 Mana/s.crit +3.00 Wards +10 lightning +9 temporal +10 blight +7 fire +10 cold Talents +2 Ward Reveal the area around you, dispelling darkness (radius 16, power 258 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 3 cooldown 100% to regenerate 16 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By loomkoom6 the Hulk Alchemist level 24
7th Dusk 123rd year of Ascendancy at 04:16 see stats
By loomkoom6 the Hulk Alchemist level 16
59th Regrowth 123rd year of Ascendancy at 10:18 see stats
By loomkoom6 the Hulk Alchemist level 30
10th Allure 124th year of Ascendancy at 05:51 see stats
By loomkoom6 the Hulk Alchemist level 24
4th Dusk 123rd year of Ascendancy at 06:46 see stats
By loomkoom6 the Hulk Alchemist level 29
4th Allure 124th year of Ascendancy at 20:03 see stats
By loomkoom6 the Hulk Alchemist level 29
8th Allure 124th year of Ascendancy at 11:13 see stats
By loomkoom6 the Hulk Alchemist level 28
3rd Allure 124th year of Ascendancy at 15:44 see stats
By loomkoom6 the Hulk Alchemist level 18
20th Pyre 123rd year of Ascendancy at 21:26 see stats
By loomkoom6 the Hulk Alchemist level 8
15th Dusk 122nd year of Ascendancy at 13:55 see stats
By loomkoom6 the Hulk Alchemist level 27
28th Dusk 123rd year of Ascendancy at 10:56 see stats
By loomkoom6 the Hulk Alchemist level 10
38th Haze 122nd year of Ascendancy at 08:20 see stats
By loomkoom6 the Hulk Alchemist level 30
10th Allure 124th year of Ascendancy at 05:50 see stats
By loomkoom6 the Hulk Alchemist level 12
58th Haze 122nd year of Ascendancy at 02:12 see stats
By loomkoom6 the Hulk Alchemist level 18
20th Pyre 123rd year of Ascendancy at 15:06 see stats
By loomkoom6 the Hulk Alchemist level 12
53rd Haze 122nd year of Ascendancy at 20:14 see stats
By loomkoom6 the Hulk Alchemist level 29
8th Allure 124th year of Ascendancy at 11:26 see stats
By loomkoom6 the Hulk Alchemist level 10
38th Haze 122nd year of Ascendancy at 08:20 see stats
By loomkoom6 the Hulk Alchemist level 20
55th Pyre 123rd year of Ascendancy at 03:18 see stats
By loomkoom6 the Hulk Alchemist level 30
8th Allure 124th year of Ascendancy at 19:21 see stats
By loomkoom6 the Hulk Alchemist level 15
46th Regrowth 123rd year of Ascendancy at 17:23 see stats
By loomkoom6 the Hulk Alchemist level 25
23rd Dusk 123rd year of Ascendancy at 12:41 see stats
By loomkoom6 the Hulk Alchemist level 6
3rd Summertide 122nd year of Ascendancy at 13:43 see stats
By loomkoom6 the Hulk Alchemist level 13
17th Regrowth 123rd year of Ascendancy at 17:45 see stats
By loomkoom6 the Hulk Alchemist level 25
13rd Dusk 123rd year of Ascendancy at 03:11 see stats
By loomkoom6 the Hulk Alchemist level 27
28th Dusk 123rd year of Ascendancy at 00:49 see stats
By loomkoom6 the Hulk Alchemist level 3
75th Pyre 122nd year of Ascendancy at 17:09 see stats
By loomkoom6 the Hulk Alchemist level 3
74th Pyre 122nd year of Ascendancy at 15:45 see stats
By loomkoom6 the Hulk Alchemist level 27
48th Dusk 123rd year of Ascendancy at 01:39 see stats
By loomkoom6 the Hulk Alchemist level 7
1st Flare 122nd year of Ascendancy at 06:57 see stats
By loomkoom6 the Hulk Alchemist level 12
61st Haze 122nd year of Ascendancy at 06:13 see stats
By loomkoom6 the Hulk Alchemist level 16
59th Regrowth 123rd year of Ascendancy at 10:18 see stats
By loomkoom6 the Hulk Alchemist level 14
38th Regrowth 123rd year of Ascendancy at 05:15 see stats
By loomkoom6 the Hulk Alchemist level 4
76th Pyre 122nd year of Ascendancy at 11:17 see stats
By loomkoom6 the Hulk Alchemist level 6
1st Summertide 122nd year of Ascendancy at 11:11 see stats
By loomkoom6 the Hulk Alchemist level 30
19th Regrowth 124th year of Ascendancy at 05:04 see stats
By loomkoom6 the Hulk Alchemist level 14
38th Regrowth 123rd year of Ascendancy at 02:44 see stats
By loomkoom6 the Hulk Alchemist level 4
76th Pyre 122nd year of Ascendancy at 06:37 see stats
By loomkoom6 the Hulk Alchemist level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By loomkoom6 the Hulk Alchemist level 24
3rd Dusk 123rd year of Ascendancy at 23:32 see stats
By loomkoom6 the Hulk Alchemist level 16
59th Regrowth 123rd year of Ascendancy at 10:52 see stats
Log
loomkoom6 hits Crimson ooze for 308 fire damage.
loomkoom6 killed Crimson ooze!
PAI_STATE_FIGHT
PAI_STATE_REST
Resting starts...
Rested for 1 turns.
PAI_STATE_EXPLORE
Ran for 1 turns (stop reason: didn't move).
Player AI Toggle requested!
Disabling Player AI!
Talent Chant of Fortress is ready to use.
Talent Adrenaline Surge is ready to use.
Loomkoom6 deactivates Defensive Posture.
Loomkoom6 deactivates Living Lightning.
The shield around loomkoom6 crumbles.
Loomkoom6 deactivates Daunting Presence.
Loomkoom6 deactivates Body of Fire.
The raging fire around loomkoom6 calms down and disappears.
Loomkoom6 deactivates Premonition.
Loomkoom6 deactivates Ice Core.
Loomkoom6 deactivates Chant of Fortitude.
Loomkoom6 deactivates Through The Crowd.
Loomkoom6 deactivates Elemental Discord.
Loomkoom6 deactivates Elemental Harmony.
Loomkoom6 deactivates Keen Senses.
Loomkoom6 deactivates Exploit Weakness.
Loomkoom6 deactivates Mental Tyranny.
Loomkoom6 deactivates Acid Infusion.