










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| 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. No More Rare Monsters 1.2.5Get rid of those constant one-shot encounters. Elites and Bosses untouched. Allow Respec Anywhere 1.2.3Infinite500 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. 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. 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. Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Possessor Bonus Class 1.5.4Donators/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: Ambush Escape 1.3.0Gives the player an option to escape the orc ambush without fighting. Hulk! 1.4.8 Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Items Vault 1.5.0Donators/Buyers bonus! 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. 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: 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. 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. Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Anti Stun Addon 1.4.6Nerfs the debilitating effects of Stun to make it less cancerous. 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. Autotarget Toggle Keybind 1.3.0Adds a keybind to toggle the new auto-accept target option. Set to Alt+F1 by default 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. Steam Civilian Massacre 1.1.5Creates an event where you can invade a civilian shelter of steam giants, for fun and profit. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Hulk |
| Class | Alchemist |
| Level / Exp | 24 / 53% |
| Size | big |
| Lifes / Deaths | Killed by loomkoom2 at level 8 on the 47th Haze 122nd year of Ascendancy at 04:37 5 / 1 |
Primary Stats
| Strength | 1038 (base 39) |
| Dexterity | 1021 (base 16) |
| Constitution | 1037 (base 13) |
| Magic | 1059 (base 51) |
| Willpower | 1038 (base 22) |
| Cunning | 1038 (base 21) |
Resources
| Mana | 4952/5421 |
| Equilibrium | 0 |
| Vim | 192/192 |
| Life | 331882/331882 |
| Stamina | 2784/2784 |
| Paradox | 300 |
| Healing Factor | 2.3763048881524 |
| Regeneration | 23760.672576636 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +200% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 8 |
| See Stealth | 159.33961470971 |
| See Invisible | 159.33961470971 |
Offense: Mainhand
| Damage | 1263 |
| Accuracy | 232 |
| Crit Chance | 613% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 200 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Mind
| Mindpower | 205 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +10% |
| Light | +22% |
| Temporal | +37% |
| Physical | +21% |
| Arcane | +9% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Physical | +9% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 94 (100%) |
| Defense | 192 |
| Ranged Defense | 192 |
| Fatigue | 31 |
| Physical Save | 184 |
| Spell Save | 184 |
| Mental Save | 183 |
Defense: Resistances
| Acid | + 32%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 55%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 33%( 70%) |
| Light | + 62%( 70%) |
| Mind | + 6%( 70%) |
| Physical | + 19%( 70%) |
| Fire | + 35%( 70%) |
| Nature | + 24%( 70%) |
Defense: Immunities
| Disarm Resistance | 40% |
| Confusion Resistance | 100% |
| Fear Resistance | 60% |
| Stun Resistance | 30% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 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: 1 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: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Cunning / Tactical | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Advanced-golemancy | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Golemancy | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Acid alchemy | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Energy alchemy | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Spell / Frost alchemy | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Fire alchemy | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Harmony | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Chronomancy | 0.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Stone alchemy | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Staff combat | 4.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Hexes | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
| detrimental effect | Zone-wide effect: Strong scents fill the air and make you feel drowsy. If the timer reaches 0 you will fall into a dreaming sleep state. -10% mind resistance, -20% sleep resistance, +10% nature damage. Heady Scent |
| beneficial effect | The target's spellpower has been increased by 10. Spellsurge |
| beneficial effect | Countering melee attacks: Has a 90% chance to get an automatic counter attack when avoiding a melee attack. (6.3 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. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved Magic by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved Magic by +1. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the temporal explorer from death by poisoned deep water. Escort: temporal explorer (level 2 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)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 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved talent Disarm (+1 level(s)). | 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 Spit Poison (+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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | 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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 422. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed multi-hued wyrm scale. * You've found the needed giant spider spinneret. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed pouch of bone giant dust. * You've found the needed snow giant kidney. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed storm wyrm claw. * You've found the needed mummified bone. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 within6 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Stormsage (0 def, 12 armour)3.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% arcane Melee Ret 12 arcane 20 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +12 Fatigue +3% Resists +5% arcane ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | 50 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (475 power, based on Willpower). Uses 7 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | The Face of Fear (8 def, 0 armour)2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+2 eff.) ----- def ----- Defense +8 (+1 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.4 Pwr.cost 12 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 60% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 65%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
| Tool | Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+1 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 13 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 47 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 | Nightsong0.1 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 (+2 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.0 Pwr.cost 26 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 132 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. |
| On fingers | Vargh Redemption0.1 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 69.71 cold and 73.35 physical damage (based on Willpower) each turn and knocking opponents back. Uses 38 power out of 60/60 This azure ring seems to be always moist to the touch. |
| Around waist | Isiwyn1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +1 Mag dps ---------- Spell.crit +3% Phys.pwr +6 (+0 eff.) S.pwr/crit +10 Dmg.mod +11% physical Res.pen +9% physical ----- def ----- Resists +5% acid +8% fire +6% lightning +7% cold Spell.save +37 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| In main hand | potent dragonbone starstaff of channeling (37-44.4 power, 6 apr, temporal element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 37.0 - 44.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +33 (+3 eff.) Dmg.mod +37% temporal ---------- misc Mana/turn +0.19 Talents +1 Command Staff Channel mana (increasing mana regeneration by 500% for ten turns) Puts all charms on 19 cooldown Staves designed for wielders of magic, by the greats of the art. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Main armor | Tarrasca (0 def, 50 armour)17.0 T4 massive armor [Unique] Master While equipped: Stats +15 Con ----- def ----- Armour +50 Hardiness +15% Fatigue +35% Phys.save +45 (+5 eff.) Knockbk- +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% Slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns. Uses 16 power out of 25/25 This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
| Cloak | Wrap of Stone (0 def, 10 armour)2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+1 eff.) Dmg.mod +5% physical ----- def ----- Armour +10 Hardiness +15% Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.10 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.2 Pwr.cost 38 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 16 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 374.20 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Around neck | Mirror Shards0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 2268 strength, based on Magic) for 5 turns. Uses 16 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Inventory
Blood of Life0.4 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..." |
Elixir of Explosive Force0.0 potion [Plot Item] Nature Permanently increase your chance to critically strike with spells by 4%. A vial of churning orange fluid. |
Elixir of Foundations0.0 potion [Plot Item] Nature Grant you two additional generic talent points. A vial of murky white fluid. |
Elixir of Serendipity0.0 potion [Plot Item] Nature Permanently increase your luck by 5. A vial of lively yellow fluid. |
healing infusion of the titan (heal 2511)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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 2511 and cleanse 1 wound and 1 poison effect. 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. |
healing infusion of the titan (heal 2518)0.1 T1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to instantly heal yourself for 2518 and cleanse 1 wound and 1 poison effect. 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. |
healing infusion of the wizard (heal 2582)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 2582 and cleanse 1 wound and 1 poison effect. 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. |
movement infusion of the warrior (3458% speed; 5 turns)0.1 T2 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 movement speed by 3458% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
teleportation rune (range 60)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 60 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. |
teleportation rune of the duelist (range 1110)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 1110 with a minimum range of 15. 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. |
Rune of Reflection (absorb and reflect 5395 for 5 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 5395 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. |
Rune of the Rift (4302.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 5893.74 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. |
Sealed Scroll of Last Hope0.1 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. |
Scroll of Summoning (Limmir the Jeweler)0.1 tome scroll [Plot Item] Unknown Summon Limmir the jeweler at the center of the lake of the moon. Uses 1 power out of 1/1 Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
cleansing copper amulet0.1 T1 amulet jewelry [Ego] Disrupt While equipped: ----- def ----- Resists +11% nature +11% blight Poison- +22% Disease- +22% Amulets can have magical properties. |
copper amulet of magic (+3)0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets can have magical properties. |
copper amulet of mastery (0.11 Spell / Acid alchemy)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.11 Spell/Acid alchemy Amulets can have magical properties. |
copper amulet of soulsearing0.1 T1 amulet jewelry [Ego+] Arcane While equipped: dps ---------- Crit.mult +11.00% Spell.pwr +6 (+1 eff.) Dmg.mod +6% blight +5% fire Amulets can have magical properties. |
copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets can have magical properties. |
warrior's copper amulet of mastery (0.11 Technique / Combat training)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.30 Masteries +0.11 Technique/Combat training Amulets can have magical properties. |
Earthen Beads0.1 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 26 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 832 (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. |
cleansing steel amulet of mastery (0.14 Spell / Stone alchemy)0.1 T2 amulet jewelry [Ego] Disrupt/Master While equipped: ----- def ----- Resists +10% nature +10% blight Poison- +20% Disease- +29% ---------- misc Masteries +0.14 Spell/Stone alchemy Amulets can have magical properties. |
grounding steel amulet of willpower (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil ----- def ----- Resists +12% lightning Stun/Frz- +22% Amulets can have magical properties. |
insulating steel amulet of strength (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +11% fire +12% cold Amulets can have magical properties. |
steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Heal.mod +12% Cut- +40% Heal: Puts all charms on 22 cooldown Level 1.6 Pwr.cost 22 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 841 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+0 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire to your side for 15 turns. Uses 38 power out of 60/60 The evilness of undeath radiates from this amulet. |
grounding gold amulet of mastery (0.10 Spell / Stone alchemy)0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +16% lightning Stun/Frz- +23% ---------- misc Masteries +0.10 Spell/Stone alchemy Amulets can have magical properties. |
restful gold amulet of manastreaming0.1 T3 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +2 Mag dps ---------- S.pwr/crit +2 ----- def ----- Fatigue -6% HP.reg +0.90 ---------- misc Mana/turn +0.10 Max.mana +37.00 Amulets can have magical properties. |
restful gold amulet of manastreaming0.1 T3 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +2 Mag dps ---------- S.pwr/crit +2 ----- def ----- Fatigue -6% HP.reg +1.90 ---------- misc Mana/turn +0.10 Max.mana +20.00 Amulets can have magical properties. |
stabilizing gold amulet of constitution (+2)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +13% temporal Pinning- +26% Knockbk- +27% Amulets can have magical properties. |
vitalizing gold amulet0.1 T3 amulet jewelry [Ego+] Nature While equipped: Stats +4 Con ----- def ----- Phys.save +7 (+1 eff.) Max.HP +35.00 HP.reg +0.90 Amulets can have magical properties. |
wanderer's gold amulet of teleportation0.1 T3 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +5 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +0.40 Teleport- +50% ---------- misc Stam/turn +0.30 Teleport you randomly (rad 33) Puts all charms on 10 cooldown Amulets can have magical properties. |
archmage's stralite amulet0.1 T4 amulet jewelry [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Dmg.mod +5% acid +4% fire +5% cold +6% lightning Amulets can have magical properties. |
clarifying stralite amulet of mastery (0.20 Wild-gift / Harmony)0.1 T4 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +22% mind Confus- +26% ---------- misc Masteries +0.20 Wild-gift/Harmony Amulets can have magical properties. |
enraging stralite amulet of murder0.1 T4 amulet jewelry [Ego++] Master While equipped: dps ---------- Crit.mult +17.00% Phys.pwr +8 (+1 eff.) Phys.spd +10% Dmg.mod +5% physical Acc +7 (+0 eff.) Apr +13 Amulets can have magical properties. |
insulating stralite amulet of willpower (+4)0.1 T4 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil ----- def ----- Resists +22% fire +17% cold Amulets can have magical properties. |
protective stralite amulet of magic (+5)0.1 T4 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +5 Mag ----- def ----- Armour +5 Defense +8 (+1 eff.) Res.Cap +5% all Phys.save +11 (+1 eff.) Amulets can have magical properties. |
savior's stralite amulet of mastery (0.28 Cunning / Survival)0.1 T4 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +13 (+1 eff.) Spell.save +19 (+2 eff.) Mind.save +18 (+2 eff.) ---------- misc Masteries +0.28 Cunning/Survival Amulets can have magical properties. |
stabilizing stralite amulet of soulsearing0.1 T4 amulet jewelry [Ego+] Arcane/Nature While equipped: dps ---------- Crit.mult +14.00% Spell.pwr +8 (+1 eff.) Dmg.mod +9% blight +12% fire ----- def ----- Resists +17% temporal Pinning- +37% Knockbk- +36% Amulets can have magical properties. |
starlit stralite amulet of murder0.1 T4 amulet jewelry [Ego+] Nature/Master While equipped: dps ---------- Crit.mult +15.00% Acc +9 (+0 eff.) Apr +18 ----- def ----- Resists +17% light +19% darkness Blind- +32% Amulets can have magical properties. |
wanderer's stralite amulet of willpower (+4)0.1 T4 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Dex +5 Wil +6 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +0.70 ---------- misc Stam/turn +0.50 Amulets can have magical properties. |
copper ring0.1 T1 ring jewelry [Normal] Rings can have magical properties. |
copper ring of frost (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Rings can have magical properties. |
copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +20% ---------- misc Infravis +3 See.Stealth +6 See.Invis +6 Rings can have magical properties. |
marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+0 eff.) Rings can have magical properties. |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+1 eff.) Rings can have magical properties. |
rogue's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+0 eff.) HP.reg +1.20 Stun/Frz- +20% Rings can have magical properties. |
marksman's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Dex dps ---------- Acc +8 (+0 eff.) Rings can have magical properties. |
marksman's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+0 eff.) Rings can have magical properties. |
marksman's steel ring of corrosion (+24%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +12% acid Acc +8 (+0 eff.) ----- def ----- Resists +24% acid Rings can have magical properties. |
mule's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +20 Rings can have magical properties. |
savior's steel ring of frost (+20%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Phys.save +8 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +8 (+1 eff.) Rings can have magical properties. |
wizard's steel ring0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag ----- def ----- Spell.save +8 (+1 eff.) Rings can have magical properties. |
gladiator's gold ring of arcana(+0.15/turn)0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Str +5 Con dps ---------- Phys.pwr +6 (+0 eff.) ----- def ----- Silence- +20% ---------- misc Mana/turn +0.15 Rings can have magical properties. |
gold ring 'Shadestreak'0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% darkness Melee Ret 4 darkness On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Resists +6% fire +6% light +15% cold HP.reg +1.30 Stun/Frz- +28% Rings can have magical properties. |
marksman's gold ring of frost (+20%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +10% cold Acc +8 (+0 eff.) ----- def ----- Resists +20% cold Rings can have magical properties. |
titan's gold ring of the mountain (+12%)0.1 T3 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +12% physical ----- def ----- Resists +12% physical Phys.save +6 (+1 eff.) Rings can have magical properties. |
wizard's gold ring0.1 T3 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag ----- def ----- Spell.save +8 (+1 eff.) Rings can have magical properties. |
Shocksweeper0.1 T4 ring jewelry [Random Unique] Master While equipped: Stats +7 Str +7 Con dps ---------- Phys.pwr +6 (+0 eff.) Dmg.mod +12% arcane +6% lightning Res.pen +15% lightning +10% arcane Acc +13 (+1 eff.) Apr +11 ----- def ----- Defense +11 (+1 eff.) Fatigue -6% ---------- misc Max.enc +26 Disengage: Puts all charms on 7 cooldown Level 2.0 Pwr.cost 7 out of 10/10. 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 88% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
marksman's stralite ring of misery0.1 T4 ring jewelry [Ego+] Master/Psionic While equipped: Stats +5 Cun +3 Dex dps ---------- Melee+ 13 bleed Ranged+ 16 bleed Acc +6 (+0 eff.) On Hit (Melee): * 14% chance to cause random gloom On Hit (Ranged): * 11% chance to cause random gloom ---------- misc Hate/m.crit +1.00 Max.hate +11.00 Bleeding Edge: Puts all charms on 13 cooldown Level 2.0 Pwr.cost 13 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
mule's stralite ring of misery0.1 T4 ring jewelry [Ego+] Master/Psionic While equipped: Stats +4 Cun dps ---------- Melee+ 17 bleed Ranged+ 13 bleed On Hit (Melee): * 15% chance to cause random gloom On Hit (Ranged): * 10% chance to cause random gloom ----- def ----- Fatigue -8% ---------- misc Max.enc +28 Hate/m.crit +2.00 Max.hate +10.00 Bleeding Edge: Puts all charms on 13 cooldown Level 4.0 Pwr.cost 13 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
mule's stralite ring of sensing0.1 T4 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -5% Blind- +34% ---------- misc Max.enc +21 Infravis +4 See.Stealth +11 See.Invis +5 Rings can have magical properties. |
pixie's stralite ring of corrosion (+28%)0.1 T4 ring jewelry [Ego+] Arcane/Nature While equipped: Stats +2 Cun +4 Mag dps ---------- Spell.pwr +8 (+1 eff.) Dmg.mod +14% acid ----- def ----- Resists +28% acid Rings can have magical properties. |
psionicist's stralite ring of misery0.1 T4 ring jewelry [Ego+] Psionic While equipped: Stats +4 Cun +6 Wil dps ---------- Melee+ 5 bleed Ranged+ 13 bleed On Hit (Melee): * 15% chance to cause random gloom On Hit (Ranged): * 10% chance to cause random gloom ----- def ----- Mind.save +12 (+2 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 13 cooldown Level 3.0 Pwr.cost 13 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. |
rogue's stralite ring of perseverance0.1 T4 ring jewelry [Ego] Master While equipped: Stats +7 Cun ----- def ----- Defense +14 (+1 eff.) HP.reg +2.00 Stun/Frz- +30% Rings can have magical properties. |
stralite ring of misery0.1 T4 ring jewelry [Ego+] Psionic While equipped: Stats +8 Cun dps ---------- Melee+ 14 bleed Ranged+ 17 bleed On Hit (Melee): * 15% chance to cause random gloom On Hit (Ranged): * 12% chance to cause random gloom ---------- misc Hate/m.crit +1.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 13 cooldown Level 2.0 Pwr.cost 13 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
Exiler0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+1 eff.) Melee+ 15 temporal Dmg.mod +15% temporal +10% physical ----- def ----- Resists +15% temporal Anom.red +10 ---------- misc Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 518.54 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 3 turn(s). Uses 21 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Ring of the War Master0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+1 eff.) Apr +15 ---------- misc Masteries +0.30 Technique/Unarmed discipline +0.30 Technique/Warcries +0.30 Technique/Pugilism +0.30 Technique/Combat training +0.30 Technique/Combat veteran +0.30 Technique/Grappling +0.30 Technique/Archery training +0.30 Technique/Archery - slings +0.30 Technique/Unarmed training +0.30 Technique/Thuggery +0.30 Technique/Superiority +0.30 Technique/Two-handed weapons +0.30 Technique/Archery prowess +0.30 Technique/Archery excellence +0.30 Technique/Combat techniques +0.30 Technique/Two-handed assault +0.30 Technique/Berserker's strength +0.30 Technique/Archery - bows +0.30 Technique/Two-handed maiming +0.30 Technique/Shield offense +0.30 Technique/Shield defense +0.30 Technique/Dual techniques +0.30 Technique/Finishing moves +0.30 Technique/Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
magewarrior's short elm vilestaff of might (10-12 power, 2 apr, darkness element)5.0 T1 staff 1H weapon [Ego+] Arcane/Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +9% Crit.mult +7.00% Phys.pwr +6 (+0 eff.) Spell.pwr +9 (+1 eff.) Dmg.mod +10% darkness Acc +5 (+0 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Nimbusroar the ash vilestaff (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Rare] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +4 lightning On Hit: * Slows global speed by 40% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+1 eff.) Dmg.mod +15% darkness On Hit (Melee): * 7% chance to blind ----- def ----- Defense +7 (+0 eff.) Resists +3% acid +12% cold Spell.save +6 (+1 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 2.0 Pwr.cost 4 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 324.58 light damage. Staves designed for wielders of magic, by the greats of the art. |
ash magestaff of fate (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +6 (+1 eff.) Dmg.mod +15% lightning ----- def ----- Phys.save +7 (+1 eff.) Spell.save +7 (+1 eff.) Mind.save +7 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash magestaff of invocation (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +12 (+1 eff.) S.pwr/crit +6 Dmg.mod +15% fire ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 4 cone, dealing 950.88 to 1141.06 fire damage Puts all charms on 6 cooldown Staves designed for wielders of magic, by the greats of the art. |
ash starstaff of invocation (15-18 power, 3 apr, physical element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +11 (+1 eff.) S.pwr/crit +6 Dmg.mod +15% physical ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 4 cone, dealing 950.88 to 1141.06 physical damage Puts all charms on 6 cooldown Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff of might (15-18 power, 3 apr, blight element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +6 (+1 eff.) Dmg.mod +15% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel ash vilestaff (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego] Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +2% Crit.mult +11.00% Spell.pwr +6 (+1 eff.) Dmg.mod +15% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel ash vilestaff of illumination (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego] Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +2% Crit.mult +11.00% Spell.pwr +6 (+1 eff.) Dmg.mod +15% fire On Hit (Melee): * 5% chance to blind ----- def ----- Defense +6 (+0 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 2.0 Pwr.cost 4 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 324.58 light damage. Staves designed for wielders of magic, by the greats of the art. |
earthen ash magestaff (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+1 eff.) Dmg.mod +15% lightning ----- def ----- Armour +2 Hardiness +4% Phys.save +2 (+0 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen ash magestaff (15-18 power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+1 eff.) Dmg.mod +15% arcane ----- def ----- Armour +2 Hardiness +2% Phys.save +2 (+0 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen ash magestaff (15-18 power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+1 eff.) Dmg.mod +15% arcane ----- def ----- Armour +4 Hardiness +3% Phys.save +2 (+0 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash starstaff of power (19-22.8 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego] Arcane Power 19.0 - 22.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +15 (+2 eff.) Dmg.mod +19% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash vilestaff of projection (19-22.8 power, 3 apr, blight element)5.0 T2 staff 2H weapon [Ego] Arcane Power 19.0 - 22.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+1 eff.) Dmg.mod +19% blight ---------- misc Talents +1 Command Staff Project a bolt elemental energy from the staff (to range 7) dealing 1019.28 to 1223.14 blight damage Puts all charms on 4 cooldown Staves designed for wielders of magic, by the greats of the art. |
void walker's ash magestaff (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+1 eff.) Dmg.mod +15% fire ----- def ----- Resists +5% darkness +5% temporal Anom.red +10 Def/telep +5 Res/telep +7% Dur/telep +16% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Neronor the yew starstaff (20-24 power, 4 apr, light element)5.0 T3 staff 2H weapon [Random Unique] Arcane/Nature/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +16 acid While equipped: Stats +1 Mag dps ---------- Phys.crit +7.0% Spell.crit +3% Crit.mult +13.00% Spell.pwr +9 (+1 eff.) Dmg.mod +20% light On Hit (Melee): * 8% chance to blind ----- def ----- Armour +5 Hardiness +4% Defense +8 (+1 eff.) Resists +9% acid Phys.save +4 (+1 eff.) ---------- misc Mana/turn +0.04 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 2.0 Pwr.cost 4 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 324.58 light damage. Staves designed for wielders of magic, by the greats of the art. |
Staff of Arcane Supremacy (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon [Unique] Arcane A true understanding of the arcane is needed to release its full power. Power 20.0 - 24.0 Arcane Uses 150% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.pwr +20 (+2 eff.) Dmg.mod +20% arcane ---------- misc Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Level 3.0 Pwr.cost 13 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
blighted yew starstaff (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+1 eff.) Dmg.mod +20% physical On Hit (Melee): * 8% chance to disease ---------- misc Vim/s.crit +2.00 Max.vim +12.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
blighted yew starstaff of fate (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +9 (+1 eff.) Dmg.mod +20% darkness On Hit (Melee): * 7% chance to disease ----- def ----- Phys.save +8 (+1 eff.) Spell.save +7 (+1 eff.) Mind.save +7 (+1 eff.) ---------- misc Vim/s.crit +1.00 Max.vim +13.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel yew starstaff of illumination (20-24 power, 4 apr, temporal element)5.0 T3 staff 2H weapon [Ego] Nature/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +3% Crit.mult +12.00% Spell.pwr +9 (+1 eff.) Dmg.mod +20% temporal On Hit (Melee): * 9% chance to blind ----- def ----- Defense +7 (+0 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 1.0 Pwr.cost 4 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 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 241.02 light damage. Staves designed for wielders of magic, by the greats of the art. |
infernal yew magestaff of channeling (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Ego++] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag 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 +24.00% Spell.pwr +24 (+2 eff.) Melee+ 20 fire Dmg.mod +20% lightning ---------- misc Mana/turn +0.24 See.Invis +11 Talents +1 Command Staff Channel mana (increasing mana regeneration by 500% for ten turns) Puts all charms on 19 cooldown Staves designed for wielders of magic, by the greats of the art. |
lifebinding yew magestaff of fate (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Ego+] Arcane/Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +7% Spell.pwr +12 (+1 eff.) Dmg.mod +20% lightning ----- def ----- Phys.save +9 (+1 eff.) Spell.save +7 (+1 eff.) Mind.save +7 (+1 eff.) HP.reg +0.80 Heal.mod +14% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding yew starstaff (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon [Ego+] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +3% Spell.pwr +13 (+1 eff.) Dmg.mod +20% physical ----- def ----- HP.reg +1.00 Heal.mod +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magelord's yew magestaff of fate (20-24 power, 4 apr, arcane element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +6% Spell.pwr +15 (+2 eff.) Melee+ 18 arcane Dmg.mod +20% arcane ----- def ----- Phys.save +7 (+1 eff.) Spell.save +9 (+1 eff.) Mind.save +7 (+1 eff.) ---------- misc Max.mana +29.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magelord's yew starstaff of might (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +11% Spell.pwr +15 (+2 eff.) Melee+ 30 arcane Dmg.mod +20% darkness ---------- misc Max.mana +35.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent yew magestaff of might (23-27.6 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Ego] Arcane Power 23.0 - 27.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+1 eff.) Dmg.mod +23% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent yew starstaff (22-26.4 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Ego] Arcane Power 22.0 - 26.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +12 (+1 eff.) Dmg.mod +22% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent yew vilestaff of might (23-27.6 power, 4 apr, blight element)5.0 T3 staff 2H weapon [Ego] Arcane Power 23.0 - 27.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +13 (+1 eff.) Dmg.mod +23% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent yew vilestaff of projection (25-30 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Ego] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+2 eff.) Dmg.mod +25% fire ---------- misc Talents +1 Command Staff Project a bolt elemental energy from the staff (to range 8) dealing 1109.79 to 1331.75 fire damage Puts all charms on 4 cooldown Staves designed for wielders of magic, by the greats of the art. |
shimmering yew starstaff of fate (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +9 (+1 eff.) Dmg.mod +20% physical ----- def ----- Phys.save +8 (+1 eff.) Spell.save +7 (+1 eff.) Mind.save +6 (+1 eff.) ---------- misc Mana/turn +0.10 Max.mana +38.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering yew starstaff of might (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +9 (+1 eff.) Dmg.mod +20% physical ---------- misc Mana/turn +0.10 Max.mana +38.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff of might (20-24 power, 4 apr, acid element)5.0 T3 staff 2H weapon [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +9 (+1 eff.) Dmg.mod +20% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Sceptre of the Archlich (40-48 power, 12 apr, darkness element)5.0 T4 staff 2H weapon [Unique] Arcane It desires to be surrounded by undeath. Power 40.0 - 48.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +12 Atk.spd 100% While equipped: dps ---------- Spell.crit +14% Spell.pwr +28 (+3 eff.) Dmg.mod +26% darkness ---------- misc Masteries +0.20 Spell/Necrotic minions +0.20 Celestial/Star fury +0.10 Spell/Advanced necrotic minions This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
cruel elven-wood magestaff of projection (25-30 power, 5 apr, lightning element)5.0 T4 staff 2H weapon [Ego] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +6% Crit.mult +13.00% Spell.pwr +14 (+2 eff.) Dmg.mod +25% lightning ---------- misc Talents +1 Command Staff Project a bolt elemental energy from the staff (to range 9) dealing 1109.79 to 1331.75 lightning damage Puts all charms on 4 cooldown Staves designed for wielders of magic, by the greats of the art. |
cruel elven-wood vilestaff of illumination (25-30 power, 5 apr, darkness element)5.0 T4 staff 2H weapon [Ego] Nature/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +4% Crit.mult +14.00% Spell.pwr +12 (+1 eff.) Dmg.mod +25% darkness On Hit (Melee): * 8% chance to blind ----- def ----- Defense +13 (+1 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 1.0 Pwr.cost 4 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 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 241.02 light damage. Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff (25-30 power, 5 apr, cold element)5.0 T4 staff 2H weapon [Normal] Power 25.0 - 30.0 Physical Uses 80% Mag 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% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon [Normal] Power 25.0 - 30.0 Physical Uses 80% Mag 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. |
elven-wood vilestaff (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon [Normal] Power 25.0 - 30.0 Physical Uses 80% Mag 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. |
infernal elven-wood vilestaff of greater warding (25-30 power, 5 apr, darkness element)5.0 T4 staff 2H weapon [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Crit.mult +27.00% Spell.pwr +17 (+2 eff.) Melee+ 19 fire Dmg.mod +25% darkness ----- def ----- Armour +8 Defense +8 (+1 eff.) ---------- misc See.Invis +11 Wards +3 darkness Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent elven-wood vilestaff of might (34-40.8 power, 5 apr, blight element)5.0 T4 staff 2H weapon [Ego] Arcane Power 34.0 - 40.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Spell.pwr +14 (+2 eff.) Dmg.mod +34% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering elven-wood starstaff of might (25-30 power, 5 apr, darkness element)5.0 T4 staff 2H weapon [Ego] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Spell.pwr +12 (+1 eff.) Dmg.mod +25% darkness ---------- misc Mana/turn +0.17 Max.mana +52.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering elven-wood starstaff of might (25-30 power, 5 apr, darkness element)5.0 T4 staff 2H weapon [Ego] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +12 (+1 eff.) Dmg.mod +25% darkness ---------- misc Mana/turn +0.14 Max.mana +47.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging elven-wood vilestaff of fate (25-30 power, 5 apr, darkness element)5.0 T4 staff 2H weapon [Ego] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+1 eff.) S.pwr/crit +6 Dmg.mod +25% darkness ----- def ----- Phys.save +13 (+1 eff.) Spell.save +9 (+1 eff.) Mind.save +10 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff of wizardry (30-36 power, 6 apr, fire element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.crit +5% Spell.pwr +20 (+2 eff.) Dmg.mod +30% fire ---------- misc Max.mana +82.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater dragonbone magestaff of blasting (30-36 power, 6 apr, fire element)5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Spell.pwr +27 (+3 eff.) Dmg.mod +30% lightning +30% cold +30% arcane +30% fire ---------- misc Talents +1 Command Staff Unleash an elemental blastwave, dealing 1177.35 to 1412.82 fire damage in a radius 6 around the user Puts all charms on 7 cooldown Staves designed for wielders of magic, by the greats of the art. |
greater dragonbone magestaff of blasting (30-36 power, 6 apr, fire element)5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Spell.pwr +24 (+2 eff.) Dmg.mod +30% lightning +30% cold +30% arcane +30% fire ---------- misc Talents +1 Command Staff Unleash an elemental blastwave, dealing 1177.35 to 1412.82 fire damage in a radius 6 around the user Puts all charms on 7 cooldown Staves designed for wielders of magic, by the greats of the art. |
lifebinding dragonbone magestaff (30-36 power, 6 apr, arcane element)5.0 T5 staff 2H weapon [Ego+] Nature Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Con dps ---------- Spell.crit +5% Spell.pwr +20 (+2 eff.) Dmg.mod +30% arcane ----- def ----- HP.reg +0.60 Heal.mod +17% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding dragonbone magestaff of illumination (30-36 power, 6 apr, arcane element)5.0 T5 staff 2H weapon [Ego+] Nature Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Con dps ---------- Spell.crit +5% Spell.pwr +19 (+2 eff.) Dmg.mod +30% arcane On Hit (Melee): * 14% chance to blind ----- def ----- Defense +7 (+0 eff.) HP.reg +1.60 Heal.mod +20% ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 1.0 Pwr.cost 4 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 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 241.02 light damage. Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short dragonbone magestaff (30-36 power, 6 apr, arcane element)5.0 T5 staff 1H weapon [Ego+] Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +9% Crit.mult +11.00% Phys.pwr +6 (+0 eff.) Spell.pwr +25 (+3 eff.) Dmg.mod +30% arcane Acc +8 (+0 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short dragonbone vilestaff of wizardry (30-36 power, 6 apr, fire element)5.0 T5 staff 1H weapon [Ego++] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Mag +1 Wil dps ---------- Phys.crit +7.0% Spell.crit +7% Crit.mult +11.00% Phys.pwr +10 (+1 eff.) Spell.pwr +28 (+3 eff.) Dmg.mod +30% fire Acc +12 (+1 eff.) ---------- misc Max.mana +23.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent dragonbone magestaff of might (37-44.4 power, 6 apr, fire element)5.0 T5 staff 2H weapon [Ego] Arcane Power 37.0 - 44.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +17% Spell.pwr +20 (+2 eff.) Dmg.mod +37% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent dragonbone magestaff of might (36-43.2 power, 6 apr, cold element)5.0 T5 staff 2H weapon [Ego] Arcane Power 36.0 - 43.2 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Spell.pwr +18 (+2 eff.) Dmg.mod +36% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent dragonbone vilestaff of might (35-42 power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Ego] Arcane Power 35.0 - 42.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +19% Spell.pwr +18 (+2 eff.) Dmg.mod +35% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent dragonbone vilestaff of wizardry (35-42 power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 35.0 - 42.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +1 Mag +3 Wil dps ---------- Spell.crit +5% Spell.pwr +24 (+2 eff.) Dmg.mod +35% darkness ---------- misc Max.mana +38.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging dragonbone starstaff of projection (30-36 power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Ego] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +18 (+2 eff.) S.pwr/crit +3 Dmg.mod +30% darkness ---------- misc Talents +1 Command Staff Project a bolt elemental energy from the staff (to range 10) dealing 1177.35 to 1412.82 darkness damage Puts all charms on 4 cooldown Staves designed for wielders of magic, by the greats of the art. |
thought-forged iron battleaxe of massacre (20.5-30.75 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Master/Psionic Power 20.5 - 30.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +1 Crit +4.5% Atk.spd 100% Melee+ +7 mind On Hit: * 14% chance to cause random gloom While equipped: Stats +2 Cun +3 Wil Massive two-handed battleaxes. |
insidious steel battleaxe of massacre (31.5-47.25 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Nature/Master Power 31.5 - 47.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +19 insidious poison Massive two-handed battleaxes. |
Issuregodor (31.5-47.25 power, 2 apr)3.0 T3 battleaxe 2H weapon [Random Unique] Arcane/Psionic Power 31.5 - 47.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Melee+ +12 acid On Hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to put talents on cooldown On Crit: * splashes the target with acid While equipped: Stats +6 Dex ---------- misc Infravis +2 Massive two-handed battleaxes. |
dwarven-steel battleaxe of massacre (44-66 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Master Power 44.0 - 66.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Massive two-handed battleaxes. |
quick dwarven-steel battleaxe of erosion (32-48 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Nature/Master Power 32.0 - 48.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 111% Melee+ +10 nature +9 temporal While equipped: Stats +5 Dex dps ---------- Acc +10 (+0 eff.) Massive two-handed battleaxes. |
truestriking dwarven-steel battleaxe of crippling (35-52.5 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego++] Master Power 35.0 - 52.5 Physical Uses 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 +10.0% Res.pen +10% physical Acc +7 (+0 eff.) Apr +9 Massive two-handed battleaxes. |
elemental stralite battleaxe of rage (41.5-62.25 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego++] Arcane/Master Power 41.5 - 62.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% On Hit: * Random elemental explosion While equipped: Stats +7 Str dps ---------- Dmg.mod +13% physical Res.pen +17% acid +16% fire +19% lightning +10% cold Acc +13 (+1 eff.) ---------- misc Stam/ret +2.00 Massive two-handed battleaxes. |
stralite battleaxe (44-66 power, 3 apr)3.0 T4 battleaxe 2H weapon [Normal] Power 44.0 - 66.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% Massive two-handed battleaxes. |
acidic iron greatmaul (19.5-29.25 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Arcane Power 19.5 - 29.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +1 Crit +0.5% Atk.spd 100% Melee+ +7 acid On Crit: * splashes the target with acid Massive two-handed mauls. |
Tirakai's Maul (32-41.6 power, 6 apr)5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 32.0 - 41.6 Physical Uses 10% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +8.0% Atk.spd 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 7 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. |
slime-covered steel greatmaul of massacre (40-60 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Disrupt/Master Power 40.0 - 60.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% On Hit: * Slows global speed by 10% Massive two-handed mauls. |
steel greatmaul 'Moneg' (28-42 power, 4 apr)5.0 T2 greatmaul 2H weapon [Rare] Disrupt Power 28.0 - 42.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +5.0% Atk.spd 100% Against +13% Unnatural On Hit.r1 +4 physical While equipped: Stats +2 Str +3 Wil +1 Con ----- def ----- Max.HP +10.00 Massive two-handed mauls. |
steel greatmaul of erosion (27-40.5 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Nature Power 27.0 - 40.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Melee+ +10 nature +9 temporal Massive two-handed mauls. |
Astelrid's Clubstaff (45-67.5 power, 4 apr)5.0 T3 greatmaul 2H weapon [Unique] Arcane Power 45.0 - 67.5 Physical Uses 40% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +8.0% Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.pwr +15 (+2 eff.) Dmg.mod +25% nature ----- def ----- Heal.mod +25% Improves the contribution of primary stats on infusions and runes by 15% Like its former owner, this was once an instrument of altruistic healing, before fury and fear caused its twisting into a sadistic weapon. Surges of restorative magic can be faintly felt under the layers of plaster and sharp surgical equipment. |
chilling dwarven-steel greatmaul of vileness (40.5-60.75 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego] Arcane Power 40.5 - 60.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Melee+ +7 blight +16 cold On Hit: * 7% chance to disease Massive two-handed mauls. |
Dream Malleus (56-84 power, 5 apr)5.0 T4 greatmaul 2H weapon [Unique] Arcane/Master/Psionic Power 56.0 - 84.0 Physical Uses 70% Wil, 70% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Melee+ +10 acid +17 mind On Hit: * 14% chance to cause random gloom * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On Crit: * splashes the target with acid While equipped: Stats +3 Dex +2 Wil +2 Cun dps ---------- Mind.crit +10% Mind.pwr +15 (+2 eff.) Dmg.mod +10% mind +10% physical ----- def ----- Resists +2% physical ---------- misc Psi/turn +0.10 Talents +3 Dream Smith's Hammer +3 Hammer Toss Cooldown Hammer Toss -2 A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
balanced iron greatsword of purging (16.5-26.4 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego+] Disrupt/Master Power 16.5 - 26.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Melee+ +9 nature On Hit: * 25% chance to remove a magical effect While equipped: dps ---------- Acc +7 (+0 eff.) ----- def ----- Defense +7 (+0 eff.) Disarm- +28% Massive two-handed swords. |
balanced steel greatsword of massacre (34-54.4 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Master Power 34.0 - 54.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +9 (+0 eff.) ----- def ----- Defense +10 (+1 eff.) Disarm- +34% Massive two-handed swords. |
elemental steel greatsword (23-36.8 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Arcane Power 23.0 - 36.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% On Hit: * Random elemental explosion While equipped: dps ---------- Res.pen +12% acid +10% fire +10% lightning +12% cold Massive two-handed swords. |
insidious steel greatsword of phasing (22-35.2 power, 11 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane/Nature Power 22.0 - 35.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +11 Crit +3.0% Atk.spd 100% Phasing +14% Melee+ +16 insidious poison Massive two-handed swords. |
steel greatsword of purging (26.5-42.4 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Disrupt Power 26.5 - 42.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 nature On Hit: * 25% chance to remove a magical effect Massive two-handed swords. |
Colaryem (48-76.8 power, 12 apr)3.0 T3 greatsword 2H weapon [Unique] Arcane Power 48.0 - 76.8 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +12 Crit +11.0% Atk.spd 56% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
Toradodur the dwarven-steel greatsword (36.5-58.4 power, 4 apr)3.0 T3 greatsword 2H weapon [Rare] Disrupt Power 36.5 - 58.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Phasing +10% While equipped: dps ---------- Melee Ret 8 physical ----- def ----- Defense +3 (+0 eff.) Rng.Def +3 (+0 eff.) Resists +10% acid +13% fire +13% lightning +13% cold Spell.save +7 (+1 eff.) Max.HP +20.00 ---------- misc Telepathy Dragon Massive two-handed swords. |
dwarven-steel greatsword (34-54.4 power, 2 apr)3.0 T3 greatsword 2H weapon [Normal] Power 34.0 - 54.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Massive two-handed swords. |
dwarven-steel greatsword (37-59.2 power, 2 apr)3.0 T3 greatsword 2H weapon [Normal] Power 37.0 - 59.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Massive two-handed swords. |
dwarven-steel greatsword 'Belesena' (39.5-63.2 power, 2 apr)3.0 T3 greatsword 2H weapon [Random Unique] Arcane/Master Power 39.5 - 63.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +14 blight +14 light +4 mind Against +10% Undead On Hit: * 20% chance to disease On Crit: * cripple the target While equipped: dps ---------- Phys.crit +10.0% Mind.crit +2% Crit.mult +5.00% Res.pen +15% mind ----- def ----- Heal/summ +30 ---------- misc Equi/ret +0.08 Massive two-handed swords. |
plaguebringer's dwarven-steel greatsword (35.5-56.8 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Arcane Power 35.5 - 56.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +10 blight On Hit: 10% Epidemic 3 On Hit: * 10% chance to disease While equipped: ----- def ----- Disease- +18% Massive two-handed swords. |
Champion's Will (67-107.2 power, 22 apr)3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 67.0 - 107.2 Physical Uses 20% Con, 115% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 244 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con ---------- misc Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 19 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
Hydra's Bite (56-61.6 power, 7 apr)3.0 T4 whip 2H weapon [Unique] Nature/Master Power 56.0 - 61.6 Physical Uses 110% Str Mastery Exotic Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +7 Crit +14.0% Atk.spd 125% On Hit: 10% Lightning Breath 1 On Hit: 10% Poison Breath 1 On Hit: 10% Acid Breath 1 On Hit: * hit up to two adjacent enemies While equipped: dps ---------- Dmg.mod +12% acid +12% nature +12% lightning This three-headed stralite flail strikes with the power of a hydra. With each attack it lashes out, hitting everyone around you. |
Gydin the steel longsword (13-18.2 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Arcane Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +9 lightning +16 temporal On Hit: * 25% chance for lightning to arc to a second target While equipped: dps ---------- Melee Ret 8 temporal ----- def ----- Defense +9 (+1 eff.) Rng.Def +9 (+1 eff.) Mind.save +6 (+1 eff.) Blind- +5% Poison- +10% Sharp, long, and deadly. |
dwarven-steel longsword 'Dryrig' (24-33.6 power, 4 apr)3.0 T3 longsword 1H weapon [Random Unique] Arcane Power 24.0 - 33.6 Mind Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +7 lightning +5 light +5 cold +8 mind Against +9% Undead On Hit: * 40% chance to cause random gloom * 25% chance for lightning to arc to a second target While equipped: dps ---------- Res.pen +15% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) Sharp, long, and deadly. |
Cyreyama (11.5-16.1 power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Nature/Master Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +13 insidious poison +6 temporal +5 nature While equipped: dps ---------- Acc +5 (+0 eff.) ----- def ----- Defense +7 (+0 eff.) Resists +3% physical Spell.save +6 (+1 eff.) Disease- +10% Disarm- +28% Blunt and deadly. |
elemental steel mace (14.5-20.3 power, 3 apr)3.0 T2 mace 1H weapon [Ego+] Arcane Power 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% On Hit: * Random elemental explosion While equipped: dps ---------- Res.pen +8% acid +8% fire +8% lightning +7% cold Blunt and deadly. |
Thunderfall (50-70 power, 6 apr)3.0 T5 mace 1H weapon [Unique] Psionic Power 50.0 - 70.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% On Hit.r1 +50 lightning +50 physical On Crit.r2 +100 lightning +100 physical Perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage. Uses 38 power out of 60/60 Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight On Hit: 10% Greater Weapon Focus 2 While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
steel waraxe of amnesia (13.5-18.9 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Psionic Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 25% chance to put talents on cooldown While equipped: One-handed war axes. |
Betyrin the dwarven-steel waraxe (28.5-39.9 power, 4 apr)3.0 T3 waraxe 1H weapon [Random Unique] Arcane/Master Power 28.5 - 39.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Phasing +20% On Hit.r1 +7 fire On Hit: * Random elemental explosion While equipped: dps ---------- Res.pen +8% acid +7% fire +12% lightning +7% cold ----- def ----- Resists +9% darkness Spell.save +6 (+1 eff.) Cut- +5% One-handed war axes. |
warbringer's dwarven-steel waraxe of the leech (22.5-31.5 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego++] Disrupt/Master Power 22.5 - 31.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% On Hit: * Slows global speed by 7% * leeches stamina from the target While equipped: Stats +1 Con dps ---------- Phys.pwr +7 (+1 eff.) Res.pen +10% physical Melee Ret 11 nature slow ----- def ----- Disarm- +10% One-handed war axes. |
stralite waraxe of torment (28.5-39.9 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Psionic Power 28.5 - 39.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% On Hit: * 20% chance to torment the target While equipped: dps ---------- Res.pen +13% mind +7% darkness One-handed war axes. |
Unerring Scalpel (15-19.5 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+1 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Durefast the Heatshine (13-16.9 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Psionic Power 13.0 - 16.9 Physical Uses 45% Dex, 45% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 darkness Against +5% Living While equipped: dps ---------- Dmg.mod +6% fire Res.pen +10% fire ----- def ----- Stun/Frz- +10% Knockbk- +25% Sharp, short and deadly. |
Halamarak the Glitterquill (13-16.9 power, 12 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Psionic Power 13.0 - 16.9 Light Uses 45% Dex, 45% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +12 Crit +5.0% Atk.spd 100% Phasing +12% Melee+ +6 darkness Against +6% Living On Hit.r1 +4 fire While equipped: dps ---------- Dmg.mod +3% light Res.pen +5% light Melee Ret 16 darkness Sharp, short and deadly. |
Dagger of the Past (25-32.5 power, 20 apr)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 50% 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. |
Spelldrinker (27-35.1 power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 45% Str, 5% 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. |
Icy Kill (35-45.5 power, 10 apr)1.0 T4 dagger 1H weapon [Unique] Nature/Psionic Power 35.0 - 45.5 Physical Uses 45% Dex, 45% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Serpent's Glare (7-7.7 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 1.6 Pwr.cost 6 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 749.01 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
blooming mossy mindstar of slime (3-3.3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Disrupt Power 3.0 - 3.3 Nature Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) Dmg.mod +2% nature On Melee Ret: * Slows global speed by 2% ----- def ----- Heal.mod +10% Heal/summ +10 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. |
gifted mossy mindstar (2-2.2 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 2.0 - 2.2 Nature Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +5 (+1 eff.) 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. |
horrifying mossy mindstar (2.5-2.75 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 2.5 - 2.8 Mind Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) Dmg.mod +3% mind +3% darkness Melee Ret 3 mind 3 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. |
horrifying mossy mindstar of slime (2.5-2.75 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Disrupt/Psionic Power 2.5 - 2.8 Nature Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) Dmg.mod +2% darkness +3% nature +2% mind Melee Ret 3 mind 3 darkness On Melee Ret: * Slows global speed by 3% 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. |
mossy mindstar of life (2.5-2.75 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 2.5 - 2.8 Mind Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) ----- def ----- Max.HP +12.00 HP.reg +0.60 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. |
mossy mindstar of slime (2.5-2.75 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Disrupt Power 2.5 - 2.8 Nature Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) Dmg.mod +2% nature On Melee Ret: * Slows global speed by 2% 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. |
nature's mossy mindstar of balance (2-2.2 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 2.0 - 2.2 Mind Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) Dmg.mod +2% nature ----- def ----- Resists +2% blight Phys.save +2 (+0 eff.) Spell.save +3 (+0 eff.) Mind.save +3 (+1 eff.) Disease- +10% ---------- misc Equi/ret +0.60 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. |
nature's mossy mindstar of clarity (2.5-2.75 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 2.5 - 2.8 Mind Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) Dmg.mod +2% nature ----- def ----- Resists +3% blight Mind.save +2 (+1 eff.) Disease- +10% ---------- misc Max.psi +11.00 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative vined mindstar of life (5-5.5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.0 - 5.5 Mind Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +5.00% Mind.pwr +4 (+1 eff.) ----- def ----- Max.HP +15.00 HP.reg +0.60 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. |
gifted vined mindstar of life (4.5-4.95 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 4.5 - 5.0 Nature Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +7 (+1 eff.) ----- def ----- Max.HP +14.00 HP.reg +0.70 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. |
horrifying vined mindstar of balance (4.5-4.95 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 4.5 - 5.0 Nature Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +4% mind +3% darkness Melee Ret 2 mind 3 darkness ----- def ----- Phys.save +2 (+0 eff.) Spell.save +3 (+0 eff.) Mind.save +2 (+1 eff.) ---------- misc Equi/ret +0.90 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. |
parasitic vined mindstar (5.5-6.05 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic This parasitic mindstar will draw strength from other psionic mindstars. Power 5.5 - 6.1 Nature Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) ----- def ----- HP.leech%% +6% HP.leech +5% ---------- misc Hate/m.crit +2.00 Max.hate +8.00 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. |
vined mindstar of storms (4.5-4.95 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature This natural lightning should be returned to the wyrm. Power 4.5 - 5.0 Mind Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Str +1 Dex +1 Mag +2 Wil +1 Cun +1 Con dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +5% lightning Res.pen +6% lightning Melee Ret 4 lightning ----- def ----- Resists +4% lightning 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. |
thorny mindstar 'Berelefang' (8.5-9.35 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Random Unique] Nature This natural mindstar calls for a summoner. The natural wyrm seeks an element. Power 8.5 - 9.4 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +12 (+1 eff.) Dmg.mod +8% acid +7% fire +8% cold +8% physical Res.pen +4% acid +5% fire +2% cold +4% physical Apr +1 Melee Ret 7 lightning 5 physical 5 fire 5 acid 5 cold ----- def ----- Armour +2 Resists +5% lightning +5% physical +6% darkness +17% fire +4% cold +5% arcane +4% acid Die.at -20.00 life Blind- +0% Stun/Frz- +0% 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. |
thorny mindstar 'Infernojam' (9.5-10.45 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Random Unique] Nature/Psionic Power 9.5 - 10.5 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +16 fire On Crit.r2 +4 fire While equipped: dps ---------- Mind.crit +3% Mind.pwr +11 (+1 eff.) ----- def ----- Resists +6% fire Phys.save +3 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +7 (+1 eff.) ---------- misc Equi/ret +0.94 Hate/kill +3.00 Psi/kill +3.00 Masteries +0.10 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 336.00 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 13 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. |
Cracklegrit (13.5-14.85 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Random Unique] Nature/Psionic This psionic mindstar is wrathful to the hated. This psionic mindstar has an epiphany about dreams. Power 13.5 - 14.9 Mind Uses 45% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +14% Mind.pwr +11 (+1 eff.) Dmg.mod +12% darkness +14% mind Res.pen +12% darkness On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Resists +14% darkness +2% physical Mind.save +20 (+2 eff.) Max.HP +30.00 Blind- +18% ---------- misc Equi/ret +0.04 Hate/m.crit +4.00 Psi/m.crit +3.00 Max.stam +5.00 Masteries +0.10 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. |
Eye of the Wyrm (16-17.6 power, 24 apr, physical damage)3.0 T4 mindstar 1H weapon [Unique] Nature The natural wyrm seeks an element. Power 16.0 - 17.6 Physical Uses 40% Wil, 20% Str, 10% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +2.5% Atk.spd 100% Dmg.conv 18% acid 18% cold 18% fire 18% lightning While equipped: dps ---------- Phys.crit +4.0% Mind.crit +4% Phys.pwr +8 (+1 eff.) Mind.pwr +8 (+1 eff.) Dmg.mod +8% lightning +8% physical +8% fire +8% cold +8% acid ----- def ----- Resists +8% acid +8% physical +8% fire +8% cold +8% lightning ---------- misc Masteries +0.10 Wild-gift/Venom drake aspect +0.10 Wild-gift/Cold drake aspect +0.10 Wild-gift/Fire drake aspect +0.10 Wild-gift/Storm drake aspect +0.10 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Corrosive Breath: Level 4.0 Pwr.cost 19 out of 30/30. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe acid in a frontal cone of radius 8. Any target caught in the area will take 1718.68 acid damage. Enemies caught in the acid have a 82% chance of their weapons becoming useless for three turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. The Disarm chance is based on your Mindpower. Each point in acid drake talents also increases your acid resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
Oozing Heart (17-18.7 power, 25 apr, nature slow damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Disrupt Power 17.0 - 18.7 Nature slow Uses 50% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +25 Crit +7.0% Atk.spd 100% While equipped: Stats +2 Cun +6 Wil dps ---------- Mind.crit +8% Mind.pwr +12 (+1 eff.) Dmg.mod +18% nature +15% acid ----- def ----- Resists +12% arcane +12% blight Spell.save +15 (+2 eff.) ---------- misc Masteries +0.10 Wild-gift/Slime +0.10 Wild-gift/Ooze Ooze Spit: Level 2.0 Pwr.cost 13 out of 20/20. Range 10 Travel.spd 800% of base Description: Spit slime at your target doing 864.00 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
Tarrudoleg the Growthsun (13-14.3 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Random Unique] Nature/Psionic Power 13.0 - 14.3 Mind Uses 45% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Hit.r1 +4 nature On Hit: * Slows global speed by 40% While equipped: Stats +2 Cun dps ---------- Mind.crit +4% Mind.pwr +16 (+2 eff.) ----- def ----- Fatigue -2% Phys.save +4 (+1 eff.) Spell.save +8 (+1 eff.) Mind.save +5 (+1 eff.) ---------- misc Equi/ret +1.10 Hate/kill +3.00 Psi/kill +2.00 Infravis +3 Masteries +0.20 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 377.00 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 13 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. |
pulsing mindstar (13-14.3 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Normal] Nature Power 13.0 - 14.3 Nature Uses 45% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) 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. |
pulsing mindstar of sand (13.5-14.85 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego+] Nature This natural sand should be returned to the wyrm. Power 13.5 - 14.9 Mind Uses 45% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Dmg.mod +14% physical Res.pen +12% physical Melee Ret 10 physical ----- def ----- Resists +12% physical Burrow: Puts all charms on 19 cooldown Level 1.0 Pwr.cost 19 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 43 of target armor and 22% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Core of the Forge (24-26.4 power, 40 apr, dreamforge damage)3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 24.0 - 26.4 Dreamforge Uses 60% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Cun +6 Wil dps ---------- Mind.crit +8% Phys.pwr +10 (+1 eff.) Mind.pwr +16 (+2 eff.) Melee+ 30 dreamforge Dmg.mod +10% physical +10% mind +10% fire Res.pen +10% mind +10% physical Acc +10 (+0 eff.) ----- def ----- Resists +5% physical +5% mind +15% fire ---------- misc Masteries +0.20 Psionic/Dream Forge +0.20 Psionic/Dream Smith Forge Bellows: Level 3.0 Pwr.cost 16 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 95.35 mind damage, 95.35 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 9.14 mind and 9.14 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
Eyal's Will (22-24.2 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Unique] Nature/Disrupt Power 22.0 - 24.2 Nature Uses 60% Wil, 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 19 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 12, doing 192.55 slime damage for 21 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. |
Nexus of the Way (22-24.2 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 22.0 - 24.2 Mind Uses 60% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +6 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+2 eff.) Dmg.mod +20% mind Res.pen +20% mind ----- def ----- Resists +20% mind Confus- +30% Wayist: (Instant) Level 1.0 Pwr.cost 38 out of 60/60. Range 4 Travel.spd instantaneous Is a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Skeletal Claw (55-60.5 power, 8 apr)3.0 T5 whip 1H weapon [Unique] Arcane Power 55.0 - 60.5 Physical Uses 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +8 Crit +9.0% Atk.spd 125% Melee+ +30 bleed On Crit.r2 +50 bleed On Hit: 10% Bone Grab 3 On Hit: 20% Bone Spear 4 While equipped: dps ---------- Spell.pwr +4 (+1 eff.) Phys.spd +10% ----- def ----- Defense +12 (+1 eff.) ---------- misc Masteries +0.25 Corruption/Bone On Spell Hit: 10% Bone Spear 4 Bone Nova: Level 4.0 Pwr.cost 13 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Fire bone spears in all directions, hitting all foes within radius 4 for 477.78 physical damage, and inflicting bleeding for another 238.89 damage over 5 turns. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. |
elm longbow of lightning4.0 T1 longbow 2H weapon [Ego] Arcane Acc+ +0.2% crit / acc Atk.spd 125% Range +6 Ranged+ +11 lightning While equipped: dps ---------- Dmg.mod +12% lightning Longbows are used to shoot arrows at your foes. |
fungal elm longbow4.0 T1 longbow 2H weapon [Ego] Nature Acc+ +0.2% crit / acc Atk.spd 125% Range +6 While equipped: Stats +3 Con ---------- misc Masteries +0.15 Wild-gift/Fungus Regenerate 74 life over 5 turns Puts all charms on 13 cooldown Longbows are used to shoot arrows at your foes. |
Voruth4.0 T2 longbow 2H weapon [Random Unique] Arcane/Master Acc+ +0.2% crit / acc Atk.spd 125% Range +7 Ranged+ +19 acid While equipped: Stats +3 Str +2 Mag dps ---------- Phys.pwr +11 (+1 eff.) Dmg.mod +27% acid Res.pen +5% arcane ---------- misc Mana/turn +0.08 Longbows are used to shoot arrows at your foes. |
steady ash longbow4.0 T2 longbow 2H weapon [Ego] Master Acc+ +0.2% crit / acc Atk.spd 125% Range +7 While equipped: dps ---------- Phys.crit +2.0% Acc +8 (+0 eff.) Longbows are used to shoot arrows at your foes. |
mage-hunter's yew longbow of power4.0 T3 longbow 2H weapon [Ego+] Disrupt/Master Acc+ +0.2% crit / acc Atk.spd 125% Range +8 While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +12 (+1 eff.) Dmg.mod +17% physical Res.pen +17% physical On Hit (Ranged): * 17 arcane resource burn ---------- misc Masteries +0.15 Wild-gift/Antimagic Longbows are used to shoot arrows at your foes. |
Storm Fury4.0 T5 longbow 2H weapon [Unique] Arcane Acc+ +0.2% crit / acc Atk.spd 143% Range +10 While equipped: Stats +5 Dex +7 Mag dps ---------- Spell.pwr +20 (+2 eff.) Mov.spd +10% Ranged+ 75 lightning Dmg.mod +20% lightning ----- def ----- Rng.Def +15 (+1 eff.) Resists +20% lightning ---------- misc Masteries +0.10 Spell/Storm +0.20 Spell/Air Automatically fires lightning bolts at nearby enemies, with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
dragonbone longbow 'Mayethra'4.0 T5 longbow 2H weapon [Random Unique] Master Acc+ +0.2% crit / acc Atk.spd 125% Range +10 While equipped: dps ---------- Phys.crit +7.0% Mind.crit +3% Dmg.mod +14% physical Acc +31 (+2 eff.) ----- def ----- Resists +3% blight +3% cold Teleport- +20% ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Longbows are used to shoot arrows at your foes. |
dragonbone longbow 'Nerebeth'4.0 T5 longbow 2H weapon [Random Unique] Arcane/Master Acc+ +0.2% crit / acc Atk.spd 125% Range +10 On Hit: 10% Arcane Vortex 3 On Hit: 10% Shoot 1 While equipped: Stats +3 Wil +8 Mag dps ---------- Phys.crit +6.0% Spell.pwr +11 (+1 eff.) Dmg.mod +23% arcane Acc +12 (+1 eff.) ----- def ----- Def/telep +10 ---------- misc Equi/ret +0.04 Mana/s.crit +2.00 Longbows are used to shoot arrows at your foes. |
Hare-Skin Sling4.0 T3 sling 1H weapon [Unique] Nature Acc+ +0.1% dam / acc Atk.spd 125% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+1 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 3.0 Pwr.cost 6 out of 8/8. Range melee/personal Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
Manilach the reinforced leather sling4.0 T4 sling 1H weapon [Random Unique] Disrupt/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +9 On Crit.r2 +8 acid While equipped: Stats +1 Dex +3 Wil +6 Cun dps ---------- Mind.pwr +7 (+1 eff.) Dmg.mod +11% physical Res.pen +14% physical On Hit (Ranged): * 9 arcane resource burn ----- def ----- Resists +9% acid +14% fire +7% lightning +10% cold Spell.save +9 (+1 eff.) ---------- misc Masteries +0.20 Wild-gift/Antimagic Slings are used to hurl stones or metal shots at your foes. |
fungal drakeskin leather sling of power4.0 T5 sling 1H weapon [Ego] Nature/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +10 While equipped: Stats +1 Con dps ---------- Dmg.mod +9% physical Res.pen +12% physical ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 60 life over 5 turns Puts all charms on 13 cooldown Slings are used to hurl stones or metal shots at your foes. |
Aeruldamira the Rootrune (20/21, 37-51.8 power, 7 apr)3.0 T2 arrow ammo [Random Unique] Nature/Master Power 37.0 - 51.8 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 21 Ranged+ +27 insidious poison +4 arcane +8 blight On Crit.r2 +8 nature Arrows are used with bows to pierce your foes to death. |
Hornet Stingers (20/20, 18-25.2 power, 10 apr)3.0 T2 arrow ammo [Unique] Nature Power 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
Shineblight (17/19, 21.5-30.1 power, 7 apr)3.0 T2 arrow ammo [Random Unique] Nature/Master Power 21.5 - 30.1 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 19 Ranged+ +11 temporal +4 light +9 bleed +15 cold +9 nature On Crit.r2 +9 cold On Hit: * 40% chance to blind On Crit: * wounds the target for 7 turns: 44 bleeding, 95% reduced healing Arrows are used with bows to pierce your foes to death. |
hateful quiver of elven-wood arrows of crippling (19/19, 44.5-62.3 power, 14 apr)3.0 T4 arrow ammo [Ego++] Master/Psionic Power 44.5 - 62.3 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +14 Crit +11.5% Capacity 19 Ranged+ +14 darkness Against +14% Living On Crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
inquisitor's quiver of elven-wood arrows (20/20, 41.5-58.1 power, 14 apr)3.0 T4 arrow ammo [Ego+] Disrupt Power 41.5 - 58.1 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +14 Crit +2.5% Capacity 20 Ranged+ +27 manaburn arcane On Crit: * burns latent spell energy Arrows are used with bows to pierce your foes to death. |
The Titan's Quiver (18/18, 62-86.8 power, 20 apr)3.0 T5 arrow ammo [Unique] Master Power 62.0 - 86.8 Physical Uses 70% Str, 50% Dex Acc+ +0.2% crit / acc Apr +20 Crit +8.0% Capacity 18 On Crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
flaming pouch of iron shots of accuracy (18/18, 16-19.2 power, 1 apr)3.0 T1 shot ammo [Ego] Arcane/Master Power 16.0 - 19.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Acc +5 Apr +1 Crit +4.0% Capacity 18 On Hit.r1 +10 fire Shots are used with slings to pummel your foes to death. |
storming pouch of dwarven-steel shots of annihilation (22/22, 36-43.2 power, 6 apr)3.0 T3 shot ammo [Ego+] Nature/Master Power 36.0 - 43.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +6 Crit +7.0% Capacity 22 Proj.spd +200% Ranged+ +12 lightning On Crit.r2 +5 lightning Shots are used with slings to pummel your foes to death. |
Blindfurnace the pouch of stralite shots (24/57, 51.5-61.8 power, 13 apr)3.0 T4 shot ammo [Random Unique] Arcane/Master Power 51.5 - 61.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +13 Crit +14.5% Capacity 57 Rld cld 3 Ranged+ +25 blight On Hit.r1 +16 blight On Crit.r2 +8 blight On Hit: * 20% chance to cause random gloom * 13% chance to disease * 20% chance to blind On Crit: * cripple the target Shots are used with slings to pummel your foes to death. |
Zubywyn the pouch of stralite shots (25/61, 46-55.2 power, 12 apr)3.0 T4 shot ammo [Random Unique] Arcane Power 46.0 - 55.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +12 Crit +8.5% Capacity 61 Rld cld 3 Proj.spd +200% Ranged+ +10 lightning On Hit.r1 +8 physical +13 fire On Hit: * 25% chance for lightning to arc to a second target Shots are used with slings to pummel your foes to death. |
Coral Spray (8 def, 8 armour, 48 block)7.0 T1 shield armor [Unique] Nature While equipped: ----- def ----- Armour +8 Defense +8 (+1 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +2 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
reinforced iron shield (4 def, 6 armour, 45 block)7.0 T1 shield armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +4 (+0 eff.) Rng.Def +4 (+0 eff.) Fatigue +6% ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced iron shield (4 def, 7 armour, 40.5 block)7.0 T1 shield armor [Ego] Master While equipped: ----- def ----- Armour +7 Defense +4 (+0 eff.) Rng.Def +4 (+0 eff.) Fatigue +6% ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced iron shield (4 def, 7 armour, 38.5 block)7.0 T1 shield armor [Ego] Master While equipped: ----- def ----- Armour +7 Defense +4 (+0 eff.) Rng.Def +4 (+0 eff.) Fatigue +6% ---------- misc Talents +1 Block Handheld deflection devices. |
shocking iron shield (4 def, 2 armour, 19.5 block)7.0 T1 shield armor [Ego] Nature While equipped: dps ---------- Melee+ 5 lightning Melee Ret 10 lightning ----- def ----- Armour +2 Defense +4 (+0 eff.) Rng.Def +4 (+0 eff.) Fatigue +6% ---------- misc Talents +1 Block Handheld deflection devices. |
Wrathroot's Barkwood (9 def, 10 armour, 60 block)7.0 T2 shield armor [Unique] Nature While equipped: ----- def ----- Armour +10 Defense +9 (+1 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
corrosive steel shield of reflection (6 def, 2 armour, 41 block)7.0 T2 shield armor [Ego+] Arcane While equipped: Stats +1 Con dps ---------- On Melee Ret: * 10% chance to corrode armour by 30% ----- def ----- Armour +2 Defense +6 (+0 eff.) Rng.Def +6 (+0 eff.) Fatigue +8% Resists +10% acid +10% light +12% darkness ---------- misc Talents +2 Block Handheld deflection devices. |
reinforced steel shield of cold resistance (+17%) (6 def, 7 armour, 56 block)7.0 T2 shield armor [Ego] Master While equipped: ----- def ----- Armour +7 Defense +6 (+0 eff.) Rng.Def +6 (+0 eff.) Fatigue +8% Resists +17% cold ---------- misc Talents +2 Block Handheld deflection devices. |
reinforced steel shield of lightning resistance (+15%) (6 def, 7 armour, 60.5 block)7.0 T2 shield armor [Ego] Master While equipped: ----- def ----- Armour +7 Defense +6 (+0 eff.) Rng.Def +6 (+0 eff.) Fatigue +8% Resists +15% lightning ---------- misc Talents +2 Block Handheld deflection devices. |
Zanodudan (14 def, 2 armour, 74 block)7.0 T3 shield armor [Random Unique] Nature/Master While equipped: dps ---------- Melee+ 7 lightning Melee Ret 11 lightning ----- def ----- Armour +2 Defense +14 (+1 eff.) Rng.Def +8 (+1 eff.) Fatigue +12% Resists +6% acid +18% fire +5% arcane +3% temporal Proj.evade +6% ---------- misc Talents +3 Block Handheld deflection devices. |
Fire Dragon Shield (16 def, 9 armour, 220 block)7.0 T4 shield armor [Unique] Nature/Master While equipped: dps ---------- Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+1 eff.) Rng.Def +15 (+1 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +5 Block On block: 30% chance that you'll breath stunning fire in a cone at the attacker (if within range 6). This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Piercing Gaze (5 def, 25 armour, 180 block)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. |
stralite shield 'Belann' (10 def, 2 armour, 135.5 block)7.0 T4 shield armor [Rare] Nature While equipped: Stats +2 Dex ----- def ----- Armour +2 Defense +10 (+1 eff.) Rng.Def +10 (+1 eff.) Fatigue +14% Resists +9% acid +4% physical +10% fire +6% cold +9% lightning ---------- misc Light +2 Talents +4 Block Handheld deflection devices. |
stralite shield of radiance (10 def, 2 armour, 145.5 block)7.0 T4 shield armor [Ego+] Arcane While equipped: Stats +3 Mag +4 Con dps ---------- On Melee Ret: * 10% chance to blind ----- def ----- Armour +2 Defense +10 (+1 eff.) Rng.Def +10 (+1 eff.) Fatigue +14% Resists +13% light ---------- misc Talents +4 Block Handheld deflection devices. |
wintry stralite shield of crushing (10 def, 2 armour, 141 block)7.0 T4 shield armor [Ego++] Nature/Master While equipped: Stats +3 Wil dps ---------- Phys.crit +5.0% Phys.pwr +7 (+1 eff.) Melee Ret 11 ice ----- def ----- Armour +2 Defense +10 (+1 eff.) Rng.Def +10 (+1 eff.) Fatigue +14% Resists +14% cold ---------- misc Talents +4 Block Handheld deflection devices. |
Bindings of Eternal Night (12 def, 12 armour)6.0 T3 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag dps ---------- Dmg.mod +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+1 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
mummy wrappings of Eyal (5 def, 2 armour)6.0 T3 mummy armor [Ego+] Nature While equipped: ----- def ----- Armour +2 Defense +5 (+0 eff.) Fatigue +2% Resists -25% fire Max.HP +54.00 HP.reg +1.80 Heal.mod +16% Decaying mummy wrappings. |
mummy wrappings of delving (5 def, 2 armour)6.0 T3 mummy armor [Ego+] Master While equipped: Stats +6 Str ----- def ----- Armour +2 Defense +5 (+0 eff.) Fatigue +2% Resists -25% fire +11% darkness +9% physical ---------- misc Light +1 Track: Puts all charms on 19 cooldown Level 1.8 Pwr.cost 19 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 101 for 5 turns. The radius will increase with your Cunning. Decaying mummy wrappings. |
radiant mummy wrappings of clarity (5 def, 2 armour)6.0 T3 mummy armor [Ego+] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Melee Ret 6 light ----- def ----- Armour +2 Defense +5 (+0 eff.) Fatigue +2% Resists +16% blight -25% fire +17% darkness +7% mind Mind.save +14 (+2 eff.) ---------- misc Light +1 Decaying mummy wrappings. |
radiant mummy wrappings of cold resistance (5 def, 2 armour)6.0 T3 mummy armor [Ego+] Nature/Master While equipped: Stats +2 Wil dps ---------- Melee Ret 7 light ----- def ----- Armour +2 Defense +5 (+0 eff.) Fatigue +2% Resists +20% blight -25% fire +18% darkness +21% cold ---------- misc Light +2 Decaying mummy wrappings. |
spiked mummy wrappings of delving (5 def, 2 armour)6.0 T3 mummy armor [Ego+] Master While equipped: Stats +6 Str dps ---------- Melee Ret 13 physical ----- def ----- Armour +2 Defense +5 (+0 eff.) Fatigue +2% Resists -25% fire +12% darkness +8% physical ---------- misc Light +1 Track: Puts all charms on 19 cooldown Level 1.8 Pwr.cost 19 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 101 for 5 turns. The radius will increase with your Cunning. Decaying mummy wrappings. |
Rhykan the Umbrawrither (9 def, 0 armour)2.0 T2 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% darkness ----- def ----- Defense +9 (+1 eff.) Rng.Def +9 (+1 eff.) Resists +9% cold +27% darkness +6% light A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Firewalker (8 def, 2 armour)2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +8 (+1 eff.) Resists +20% fire -10% cold This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
slimy cashmere robe of corrosion (+16%) (2 def, 0 armour)2.0 T3 cloth armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +11% acid On Melee Ret: * Slows global speed by 3% * 3 arcane resource burn ----- def ----- Defense +2 (+0 eff.) Resists +16% acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Beludorath the Flashslice (3 def, 0 armour)2.0 T4 cloth armor [Random Unique] Arcane While equipped: Stats +6 Cun +5 Mag dps ---------- Spell.crit +16% Spell.pwr +15 (+2 eff.) Dmg.mod +6% fire +18% light +38% darkness ----- def ----- Defense +3 (+0 eff.) Resists +18% darkness Crit.dmg- 15.00% ---------- misc See.Invis +6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of the Archmage (10 def, 10 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Spell.pwr +15 (+2 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 (+2 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. |
ancient silk robe of the mind (+14%) (3 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +5 Mag dps ---------- Dmg.mod +9% temporal +14% mind +7% physical Res.pen +9% temporal +8% physical ----- def ----- Defense +3 (+0 eff.) Resists +14% mind Anom.red +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe of alchemy (3 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +9% acid +9% physical +8% fire +8% cold ----- def ----- Defense +3 (+0 eff.) Resists +13% acid +16% physical +11% fire +13% cold ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Black Robe (6 def, 0 armour)2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Phys.pwr +10 (+1 eff.) Spell.pwr +30 (+3 eff.) ----- def ----- Defense +6 (+0 eff.) Spell.save +25 (+3 eff.) Blind- +50% ---------- misc See.Invis +10 On Spell Hit: 5% Blood Grasp 3 On Spell Hit: 5% Soul Rot 3 On Spell Hit: 5% Bone Spear 3 A silk robe, darker than the darkest night sky, it radiates power. |
Crimson Robe (12 def, 0 armour)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 +0.10 Psionic/Solipsism +0.20 Cursed/Slaughter +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. |
spiked rough leather armour of acid resistance (1 def, 2 armour)9.0 T1 light armor [Ego] Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% Resists +17% acid A suit of armour made of leather. |
volcanic rough leather armour of acid resistance (1 def, 7 armour)9.0 T1 light armor [Ego+] Nature/Master While equipped: dps ---------- Melee+ 5 fire Ranged+ 5 fire ----- def ----- Armour +7 Defense +1 (+0 eff.) Fatigue +6% Resists +15% acid +10% fire +10% physical A suit of armour made of leather. |
Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +6 Defense +4 (+0 eff.) Rng.Def +8 (+1 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... |
Duryregorach (7 def, 15 armour)9.0 T2 light armor [Random Unique] Nature/Psionic While equipped: Stats +2 Cun dps ---------- Crit.mult +3.00% Phys.pwr +4 (+0 eff.) Melee+ 5 fire Ranged+ 6 fire Res.pen +15% physical Apr +3 ----- def ----- Armour +15 Defense +7 (+0 eff.) Fatigue +7% Resists +12% physical +6% mind +11% fire Mind.save +22 (+3 eff.) A suit of armour made of leather. |
Nature's Blessing (8 def, 6 armour)9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+1 eff.) Rng.Def +4 (+0 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+2 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+1 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
cured leather armour of Toknor (2 def, 4 armour)9.0 T2 light armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +5 (+0 eff.) ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +7% A suit of armour made of leather. |
cured leather armour of acid resistance (2 def, 4 armour)9.0 T2 light armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +7% Resists +16% acid A suit of armour made of leather. |
cured leather armour of command (9 def, 8 armour)9.0 T2 light armor [Ego+] Psionic While equipped: Stats +2 Cun ----- def ----- Armour +8 Defense +9 (+1 eff.) Fatigue +7% Mind.save +12 (+2 eff.) A suit of armour made of leather. |
cured leather armour of command (8 def, 7 armour)9.0 T2 light armor [Ego+] Psionic While equipped: Stats +1 Cun ----- def ----- Armour +7 Defense +8 (+1 eff.) Fatigue +7% Mind.save +10 (+1 eff.) A suit of armour made of leather. |
prismatic cured leather armour (2 def, 4 armour)9.0 T2 light armor [Ego] Arcane While equipped: ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +7% Resists +10% light +11% darkness A suit of armour made of leather. |
spiked cured leather armour of command (9 def, 7 armour)9.0 T2 light armor [Ego+] Master/Psionic While equipped: Stats +2 Cun dps ---------- Melee Ret 11 physical ----- def ----- Armour +7 Defense +9 (+1 eff.) Fatigue +7% Mind.save +11 (+2 eff.) A suit of armour made of leather. |
spiked cured leather armour of lightning resistance (2 def, 4 armour)9.0 T2 light armor [Ego] Master While equipped: dps ---------- Melee Ret 12 physical ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +7% Resists +17% lightning A suit of armour made of leather. |
radiant hardened leather armour (3 def, 6 armour)9.0 T3 light armor [Ego+] Nature While equipped: Stats +2 Wil dps ---------- Melee Ret 7 light ----- def ----- Armour +6 Defense +3 (+0 eff.) Fatigue +8% Resists +13% blight +21% darkness ---------- misc Light +1 A suit of armour made of leather. |
spiked hardened leather armour of stability (3 def, 6 armour)9.0 T3 light armor [Ego] Master While equipped: dps ---------- Melee Ret 15 physical ----- def ----- Armour +6 Defense +3 (+0 eff.) Fatigue +8% Resists +5% physical Phys.save +11 (+1 eff.) A suit of armour made of leather. |
volcanic reinforced leather armour of command (12 def, 25 armour)9.0 T4 light armor [Ego++] Nature/Psionic While equipped: Stats +5 Cun dps ---------- Melee+ 7 fire Ranged+ 7 fire ----- def ----- Armour +25 Defense +12 (+1 eff.) Fatigue +8% Resists +22% fire +10% physical Mind.save +18 (+2 eff.) A suit of armour made of leather. |
Breath of Eyal (10 def, 10 armour)9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+1 eff.) ----- def ----- Armour +10 Defense +10 (+1 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+2 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
spiked iron mail armour of acid resistance (2 def, 4 armour)14.0 T1 heavy armor [Ego] Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +16% acid A suit of armour made of mail. |
spiked iron mail armour of fire resistance (2 def, 4 armour)14.0 T1 heavy armor [Ego] Master While equipped: dps ---------- Melee Ret 12 physical ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +15% fire A suit of armour made of mail. |
Iron Mail of Bloodletting (2 def, 4 armour)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 38 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. |
cleansing steel mail armour (2 def, 6 armour)14.0 T2 heavy armor [Ego] Disrupt While equipped: ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +14% Resists +11% nature +11% blight A suit of armour made of mail. |
cleansing steel mail armour (2 def, 6 armour)14.0 T2 heavy armor [Ego] Disrupt While equipped: ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +14% Resists +10% nature +11% blight A suit of armour made of mail. |
impenetrable steel mail armour of temporal resistance (2 def, 13 armour)14.0 T2 heavy armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +13 Defense +2 (+0 eff.) Fatigue +14% Resists +18% temporal A suit of armour made of mail. |
prismatic steel mail armour of spell shielding (2 def, 6 armour)14.0 T2 heavy armor [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +14% Resists +11% darkness +5% arcane +10% light Spell.save +11 (+1 eff.) A suit of armour made of mail. |
searing steel mail armour of fire resistance (2 def, 6 armour)14.0 T2 heavy armor [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 10 acid 8 fire Melee Ret 8 acid 9 fire ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +14% Resists +10% acid +29% fire A suit of armour made of mail. |
spiked steel mail armour of the deep (2 def, 7 armour)14.0 T2 heavy armor [Ego+] Nature/Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +7 Defense +2 (+0 eff.) Fatigue +14% Resists +6% acid +6% cold ---------- misc Breathe water A suit of armour made of mail. |
Xanedara (3 def, 15 armour)14.0 T3 heavy armor [Random Unique] Disrupt/Master While equipped: ----- def ----- Armour +15 Defense +3 (+0 eff.) Fatigue +16% Resists +13% blight +15% nature +3% light +18% lightning Crit.dmg- 10.00% D.Red.from +7% Unnatural Blind- +20% Def/telep +5 Res/telep +5% Dur/telep +5% A suit of armour made of mail. |
cleansing dwarven-steel mail armour of fire resistance (3 def, 8 armour)14.0 T3 heavy armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +8 Defense +3 (+0 eff.) Fatigue +16% Resists +13% blight +21% fire +12% nature A suit of armour made of mail. |
dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor [Normal] While equipped: ----- def ----- Armour +8 Defense +3 (+0 eff.) Fatigue +16% A suit of armour made of mail. |
dwarven-steel mail armour of command (11 def, 13 armour)14.0 T3 heavy armor [Ego+] Psionic While equipped: Stats +4 Cun ----- def ----- Armour +13 Defense +11 (+1 eff.) Fatigue +16% Mind.save +14 (+2 eff.) A suit of armour made of mail. |
impenetrable dwarven-steel mail armour (3 def, 17 armour)14.0 T3 heavy armor [Ego] Master While equipped: ----- def ----- Armour +17 Defense +3 (+0 eff.) Fatigue +16% A suit of armour made of mail. |
fortifying stralite mail armour of command (13 def, 14 armour)14.0 T4 heavy armor [Ego++] Master/Psionic While equipped: Stats +4 Str +4 Cun +3 Con ----- def ----- Armour +14 Defense +13 (+1 eff.) Fatigue +16% Mind.save +22 (+3 eff.) Max.HP +38.00 A suit of armour made of mail. |
stralite mail armour of implacability (4 def, 12 armour)14.0 T4 heavy armor [Ego+] Master While equipped: ----- def ----- Armour +12 Defense +4 (+0 eff.) Fatigue +12% Phys.save +7 (+1 eff.) A suit of armour made of mail. |
cleansing iron plate armour of acid resistance (3 def, 7 armour)17.0 T1 massive armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +7 Defense +3 (+0 eff.) Fatigue +20% Resists +16% acid +10% nature +11% blight A suit of armour made of metal plates. |
iron plate armour of cold resistance (3 def, 7 armour)17.0 T1 massive armor [Ego] Master While equipped: ----- def ----- Armour +7 Defense +3 (+0 eff.) Fatigue +20% Resists +17% cold A suit of armour made of metal plates. |
Boltthorn the steel plate armour (4 def, 9 armour)17.0 T2 massive armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +5% lightning +20% darkness Melee Ret 8 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +9 Defense +4 (+0 eff.) Fatigue +22% Resists +17% acid A suit of armour made of metal plates. |
Layavea (4 def, 9 armour)17.0 T2 massive armor [Rare] Arcane While equipped: Stats +2 Wil dps ---------- Melee Ret 4 arcane ----- def ----- Armour +9 Defense +4 (+0 eff.) Fatigue +22% Resists +23% temporal Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Vim/s.crit +2.00 A suit of armour made of metal plates. |
enlightening steel plate armour (4 def, 9 armour)17.0 T2 massive armor [Ego+] Psionic While equipped: Stats +3 Cun +4 Wil ----- def ----- Armour +9 Defense +4 (+0 eff.) Fatigue +22% Mind.save +10 (+1 eff.) A suit of armour made of metal plates. |
enlightening steel plate armour of implacability (4 def, 14 armour)17.0 T2 massive armor [Ego++] Master/Psionic While equipped: Stats +3 Cun +4 Wil ----- def ----- Armour +14 Defense +4 (+0 eff.) Fatigue +17% Phys.save +6 (+1 eff.) Mind.save +11 (+2 eff.) A suit of armour made of metal plates. |
spiked steel plate armour of fire resistance (4 def, 9 armour)17.0 T2 massive armor [Ego] Master While equipped: dps ---------- Melee Ret 10 physical ----- def ----- Armour +9 Defense +4 (+0 eff.) Fatigue +22% Resists +17% fire A suit of armour made of metal plates. |
spiked steel plate armour of stability (4 def, 9 armour)17.0 T2 massive armor [Ego] Master While equipped: dps ---------- Melee Ret 12 physical ----- def ----- Armour +9 Defense +4 (+0 eff.) Fatigue +22% Resists +5% physical Phys.save +12 (+1 eff.) A suit of armour made of metal plates. |
steel plate armour (4 def, 9 armour)17.0 T2 massive armor [Normal] While equipped: ----- def ----- Armour +9 Defense +4 (+0 eff.) Fatigue +22% A suit of armour made of metal plates. |
steel plate armour of implacability (4 def, 13 armour)17.0 T2 massive armor [Ego+] Master While equipped: ----- def ----- Armour +13 Defense +4 (+0 eff.) Fatigue +17% Phys.save +7 (+1 eff.) A suit of armour made of metal plates. |
steel plate armour of temporal resistance (4 def, 9 armour)17.0 T2 massive armor [Ego] Arcane While equipped: ----- def ----- Armour +9 Defense +4 (+0 eff.) Fatigue +22% Resists +16% temporal A suit of armour made of metal plates. |
Blackwisp (5 def, 11 armour)17.0 T3 massive armor [Rare] Psionic While equipped: dps ---------- Melee Ret 16 darkness ----- def ----- Armour +11 Defense +5 (+0 eff.) Fatigue +24% Resists +15% lightning +9% temporal +6% blight +7% mind +9% acid Mind.save +12 (+2 eff.) A suit of armour made of metal plates. |
dwarven-steel plate armour (5 def, 11 armour)17.0 T3 massive armor [Normal] While equipped: ----- def ----- Armour +11 Defense +5 (+0 eff.) Fatigue +24% A suit of armour made of metal plates. |
dwarven-steel plate armour of acid resistance (5 def, 11 armour)17.0 T3 massive armor [Ego] Master While equipped: ----- def ----- Armour +11 Defense +5 (+0 eff.) Fatigue +24% Resists +21% acid A suit of armour made of metal plates. |
impenetrable dwarven-steel plate armour (5 def, 20 armour)17.0 T3 massive armor [Ego] Master While equipped: ----- def ----- Armour +20 Defense +5 (+0 eff.) Fatigue +24% A suit of armour made of metal plates. |
radiant dwarven-steel plate armour of implacability (5 def, 15 armour)17.0 T3 massive armor [Ego++] Nature/Master While equipped: Stats +3 Wil dps ---------- Melee Ret 4 light ----- def ----- Armour +15 Defense +5 (+0 eff.) Fatigue +18% Resists +16% blight +18% darkness Phys.save +5 (+1 eff.) ---------- misc Light +1 A suit of armour made of metal plates. |
searing dwarven-steel plate armour (5 def, 11 armour)17.0 T3 massive armor [Ego+] Arcane While equipped: dps ---------- Melee+ 10 acid 10 fire Melee Ret 9 acid 10 fire ----- def ----- Armour +11 Defense +5 (+0 eff.) Fatigue +24% Resists +10% acid +12% fire A suit of armour made of metal plates. |
spiked dwarven-steel plate armour (5 def, 11 armour)17.0 T3 massive armor [Ego] Master While equipped: dps ---------- Melee Ret 12 physical ----- def ----- Armour +11 Defense +5 (+0 eff.) Fatigue +24% A suit of armour made of metal plates. |
Singeveil the stralite plate armour (7 def, 17 armour)17.0 T4 massive armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun +7 Wil dps ---------- Melee Ret 16 fire ----- def ----- Armour +17 Defense +7 (+0 eff.) Fatigue +26% Resists +20% acid +8% physical +9% fire +6% lightning +8% cold Phys.save +14 (+2 eff.) Spell.save +3 (+0 eff.) Mind.save +21 (+3 eff.) ---------- misc Breathe water A suit of armour made of metal plates. |
enlightening stralite plate armour of spell shielding (7 def, 13 armour)17.0 T4 massive armor [Ego+] Arcane/Psionic While equipped: Stats +4 Cun +5 Wil ----- def ----- Armour +13 Defense +7 (+0 eff.) Fatigue +26% Resists +7% arcane Spell.save +13 (+1 eff.) Mind.save +12 (+2 eff.) A suit of armour made of metal plates. |
Plate of the Blackened Mind (15 def, 40 armour)17.0 T5 massive armor [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Mind.pwr +10 (+1 eff.) On Melee Ret: * 20% chance to cause random gloom ----- def ----- Armour +40 Defense +15 (+1 eff.) Fatigue +17% Resists +15% acid +15% light +20% blight +25% mind +20% darkness Phys.save +15 (+2 eff.) Mind.save +25 (+3 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +4 Masteries +0.20 Cursed/Gloom Dominate: Level 2.0 Pwr.cost 10 out of 25/25. Range 2 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 126 Armour, 179 Defense and your attacks will gain 85% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
spiked voratun plate armour of the deep (9 def, 20 armour)17.0 T5 massive armor [Ego+] Nature/Master While equipped: dps ---------- Melee Ret 14 physical ----- def ----- Armour +20 Defense +9 (+1 eff.) Fatigue +26% Resists +9% acid +5% cold ---------- misc Breathe water A suit of armour made of metal plates. |
Girdle of the Calm Waters1.0 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. |
nightruned rough leather belt1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Resists +6% light +6% darkness A belt that goes around your waist. |
rough leather belt of resilience1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Max.HP +32.00 A belt that goes around your waist. |
rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+0 eff.) ----- def ----- Spell.save +5 (+1 eff.) ---------- misc Size +1 A belt that goes around your waist. |
rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+0 eff.) ----- def ----- Spell.save +6 (+1 eff.) ---------- misc Size +1 A belt that goes around your waist. |
grounding hardened leather belt of recklessness1.0 T3 belt armor [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +5.00% Phys.pwr +4 (+0 eff.) ----- def ----- Resists +7% lightning +7% temporal A belt that goes around your waist. |
noble's hardened leather belt of recklessness1.0 T3 belt armor [Ego++] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +10.00% Phys.pwr +4 (+0 eff.) ----- def ----- D.Red.from +15% Summoned A belt that goes around your waist. |
reinforced hardened leather belt of valiance1.0 T3 belt armor [Ego++] Master/Psionic While equipped: Stats +3 Wil ----- def ----- Armour +8 Defense +7 (+0 eff.) Phys.save +12 (+1 eff.) Mind.save +7 (+1 eff.) Max.HP +55.00 A belt that goes around your waist. |
spiritwalker's hardened leather belt of burglary1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +2 Mag +3 Cun +5 Lck ----- def ----- Stealth +7 ---------- misc T.Disarm +10 Mana/turn +0.30 Max.mana +20.00 Infravis +4 A belt that goes around your waist. |
spiritwalker's hardened leather belt of recklessness1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +2 Mag dps ---------- Phys.crit +4.0% Crit.mult +5.00% Phys.pwr +3 (+0 eff.) ---------- misc Mana/turn +0.10 Max.mana +33.00 A belt that goes around your waist. |
drakeskin leather belt 'Woeonslaught'1.0 T5 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind Res.pen +5% fire On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Resists +13% lightning +15% temporal +15% mind D.Red.from +29% Summoned Mind.save +11 (+2 eff.) Max.HP +40.00 A belt that goes around your waist. |
linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of sorcery (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +5% ----- def ----- Defense +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping cashmere cloak of Eldoral (10 def, 0 armour)2.0 T3 cloak armor [Ego] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Defense +10 (+1 eff.) Phys.save +7 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of mindcraft (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane/Psionic While equipped: Stats +2 Mag +5 Wil +3 Cun dps ---------- Mind.crit +5% ----- def ----- Defense +2 (+0 eff.) Spell.save +10 (+1 eff.) ---------- misc Max.mana +51.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ethereal Embrace (10 def, 0 armour)2.0 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 Dmg.mod +15% arcane +15% darkness ----- def ----- Defense +10 (+1 eff.) Resists +12% arcane +12% darkness Shield.dur +1 Shield.pwr +15% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 2.0 Pwr.cost 18 out of 28/28. Range 7 Travel.spd instantaneous Is a spell Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 298.82 arcane damage in radius 2, and will each trigger at one turn intervals. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Kindlemark the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% fire Melee Ret 20 light 4 fire ----- def ----- Armour +1 Fatigue +1% ---------- misc Stam/turn +0.40 Max.stam +10.00 A pair of boots made of leather. |
grounding pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal A pair of boots made of leather. |
grounding pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +6% temporal A pair of boots made of leather. |
grounding pair of rough leather boots of uncanny dodging (2 def, 1 armour)2.0 T1 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +1 Defense +2 (+0 eff.) Rng.Def +3 (+0 eff.) Fatigue +1% Resists +5% lightning +6% temporal A pair of boots made of leather. |
Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 70% (based on Cunning). Uses 32 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+0 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 13 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. |
blood-soaked pair of hardened leather boots of speed (0 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane/Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +4 (+0 eff.) Mov.spd +20% Apr +5 ----- def ----- Armour +3 Fatigue +3% A pair of boots made of leather. |
dreamer's pair of hardened leather boots of phasing (0 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane/Psionic While equipped: Stats +2 Mag +2 Wil ----- def ----- Armour +3 Fatigue +3% Phys.save +7 (+1 eff.) Spell.save +7 (+1 eff.) Mind.save +8 (+1 eff.) Blink to a nearby random location (rad 7) Puts all charms on 16 cooldown A pair of boots made of leather. |
insulating pair of hardened leather boots of uncanny dodging (4 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +4 (+0 eff.) Rng.Def +4 (+0 eff.) Fatigue +3% Resists +10% fire +7% cold A pair of boots made of leather. |
pair of hardened leather boots 'Sewerbraid' (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Dex +1 Wil +2 Con dps ---------- Melee Ret 8 nature ----- def ----- Armour +3 Fatigue -5% Phys.save +7 (+1 eff.) HP.reg +2.10 Heal.mod +10% Silence- +20% Confus- +25% Stun/Frz- +23% ---------- misc Max.enc +27 A pair of boots made of leather. |
pair of hardened leather boots of uncanny dodging (4 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +4 (+0 eff.) Rng.Def +3 (+0 eff.) Fatigue +3% A pair of boots made of leather. |
Aetherwalk (6 def, 0 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Defense +6 (+0 eff.) Fatigue +1% Resists +12% arcane Res.Cap +5% arcane Phase door up to range 6, within radius 2 of the target location. Uses 16 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
miner's pair of iron boots of uncanny dodging (2 def, 7 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +7 Defense +2 (+0 eff.) Rng.Def +2 (+0 eff.) Fatigue +2% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This object's appearance was changed to pair of dwarven-steel boots. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
grounding pair of dwarven-steel boots of uncanny dodging (2 def, 4 armour)3.0 T3 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +2 (+0 eff.) Rng.Def +2 (+0 eff.) Fatigue +3% Resists +7% lightning +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor [Normal] While equipped: ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of dwarven-steel boots of speed (0 def, 4 armour)3.0 T3 feet armor [Ego++] Arcane While equipped: dps ---------- Mov.spd +20% ----- def ----- Armour +4 Fatigue +3% Silence- +29% Confus- +26% Stun/Frz- +27% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Unbreakable Greaves (8 def, 20 armour)3.0 T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+1 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+1 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Flamespit: Level 2.4 Pwr.cost 6 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 210.40 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. This object's appearance was changed to Wyrmbreath. |
rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +11 (+1 eff.) ----- def ----- Armour +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
scouring rough leather gloves of butchering (0 def, 1 armour)1.0 T1 hands armor [Ego++] Disrupt While equipped: dps ---------- Phys.pwr +5 (+0 eff.) Acc +5 (+0 eff.) Apr +6 On Melee Ret: * 15% chance to reduce effective powers by 20% * 16 arcane resource burn ----- def ----- Armour +1 Resists +6% blight Spell.save +19 (+2 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Wyrmbreath (0 def, 4 armour)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 Fire Breath: Level 2.0 Pwr.cost 16 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 1606.43 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. |
Fist of the Destroyer (8 def, 0 armour)1.0 T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +9 Mag +3 Cun ----- def ----- Defense +8 (+1 eff.) Stun/Frz- +20% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Increases all damage by 4% of current vim Current Bonus: 8% Darkfire: Level 5.0 Pwr.cost 8 out of 12/12. Range 6 Travel.spd 400% of base Is a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 248.80 fire damage and 248.80 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
alchemist's iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Ego+] Arcane While equipped: Stats +2 Mag +3 Wil dps ---------- Melee+ 4 acid 3 fire 3 cold 4 lightning ----- def ----- Armour +1 Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets of magic (+3) (0 def, 1 armour)1.5 T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 Metal gloves protecting the hands up to the middle of the lower arm. |
Storm Bringer's Gauntlets (0 def, 3 armour)1.5 T3 hands armor [Unique] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Dmg.mod +10% lightning ----- def ----- Armour +3 Resists +15% lightning Res.Cap +5% lightning Chain Lightning: Level 3.0 Pwr.cost 11 out of 16/16. Range 10 Travel.spd instantaneous Is a spell Description: Invokes a forking beam of lightning doing 160.87 to 482.60 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Spellhunt Remnants (4 def, 5 armour)1.5 T4 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +4% Mind.pwr +10 (+1 eff.) ----- def ----- Armour +5 Defense +4 (+0 eff.) Spell.save +10 (+1 eff.) Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
spellwoven linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+0 eff.) ----- def ----- Defense +1 (+0 eff.) ---------- misc Mana/turn +0.10 A pointy cloth hat, very wizardly... |
clarifying cashmere wizard hat of earthrunes (2 def, 3 armour)2.0 T3 head armor [Ego+] Arcane/Psionic While equipped: Stats +5 Cun +4 Con ----- def ----- Armour +3 Defense +2 (+0 eff.) Mind.save +7 (+1 eff.) Stone Wall: Puts all charms on 51 cooldown Level 1.2 Pwr.cost 51 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 16 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 374.20 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
insulating cashmere wizard hat of fire (+6%) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% fire ----- def ----- Defense +2 (+0 eff.) Resists +20% fire +6% cold A pointy cloth hat, very wizardly... |
Malslek the Accursed's Hat (2 def, 0 armour)2.0 T4 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +10% Spell.pwr +10 (+1 eff.) Mind.pwr +15 (+2 eff.) Melee+ 30% gloom effects Dmg.mod +10% darkness +10% physical ----- def ----- Defense +2 (+0 eff.) Resists +20% fire Mind.save -10 (-1 eff.) Heal.mod -10% ---------- misc Hate/m.crit +2.00 Hate/kill +2.00 Max.hate +20.00 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony 2 On Mind Hit: 10% Hateful Whisper 2 This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
cleansing rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Disrupt/Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% Resists +5% nature +6% blight A cap made of leather. |
Beohek (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Con dps ---------- Phys.crit +5.0% Dmg.mod +6% physical ----- def ----- Armour +3 Fatigue +3% Max.HP +90.00 ---------- misc Stam/turn +0.40 A cap made of leather. |
Un'fezan's Cap (1 def, 0 armour)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 (+1 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 10 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. |
hardened leather cap 'Noonpeal' (0 def, 3 armour)2.0 T3 head armor [Random Unique] Master While equipped: Stats +5 Str +6 Dex +4 Wil +5 Con dps ---------- Dmg.mod +6% arcane Melee Ret 4 arcane ----- def ----- Armour +3 Fatigue +3% Resists +7% blight +5% arcane Mind.save +10 (+1 eff.) ---------- misc Light +2 A cap made of leather. |
catburglar's drakeskin leather cap of strength (+3) (0 def, 5 armour)2.0 T5 head armor [Ego+] Master While equipped: Stats +3 Str +6 Dex ----- def ----- Armour +5 Fatigue +5% Resists +16% darkness ---------- misc Infravis +5 A cap made of leather. |
champion's drakeskin leather cap (0 def, 5 armour)2.0 T5 head armor [Ego+] Master While equipped: Stats +3 Str +3 Wil ----- def ----- Armour +5 Fatigue +5% Mind.save +5 (+1 eff.) ---------- misc Light +2 A cap made of leather. |
cleansing iron helm of constitution (+3) (0 def, 3 armour)3.0 T1 head armor [Ego] Disrupt/Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% Resists +5% nature +5% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
defender's iron helm of knowledge (5 def, 8 armour)3.0 T1 head armor [Ego++] Master/Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +3 (+0 eff.) ----- 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. |
stabilizing iron helm of dexterity (+3) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +5% Phys.save +10 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+1 eff.) Spell.save +12 (+1 eff.) Mind.save +12 (+2 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Crown of Command (3 def, 6 armour)3.0 T3 head armor [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +6 Defense +3 (+0 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Technique/Field control Indomitable: (Instant) Level 1.0 Pwr.cost 38 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
defender's dwarven-steel helm of dexterity (+4) (5 def, 9 armour)3.0 T3 head armor [Ego+] Master While equipped: Stats +4 Dex ----- def ----- Armour +9 Defense +5 (+0 eff.) Fatigue +4% Resists +3% all Phys.save +8 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's dwarven-steel helm of constitution (+4) (0 def, 6 armour)3.0 T3 head armor [Ego] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Fatigue +4% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing dwarven-steel helm of strength (+3) (0 def, 4 armour)3.0 T3 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +4 Fatigue +4% Phys.save +13 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This object's appearance was changed to Cloud Caller. |
thaloren dwarven-steel helm of might (0 def, 4 armour)3.0 T3 head armor [Ego++] Master While equipped: Stats +4 Str +4 Wil +3 Con dps ---------- Phys.pwr +4 (+0 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +5% blight Mind.save +7 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Corrupted Gaze (4 def, 8 armour)3.0 T4 head armor [Unique] Arcane While equipped: Stats +5 Mag +3 Wil +4 Cun dps ---------- Dmg.mod +20% blight Res.pen +10% blight Acc +10 (+0 eff.) ----- def ----- Armour +8 Defense +4 (+0 eff.) Fatigue +6% Resists +10% blight Disease- +40% ---------- misc See.Stealth +12 See.Invis +12 Masteries +0.10 Corruption/Vim Vimsense: Level 3.0 Pwr.cost 16 out of 32/32. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 6 turns, in a radius of 10. The evil touch will reduce their blight resistance by 81%, but also make them aware of you. The resistance reduction will improve with your Spellpower. This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
Yaldan Baoth (0 def, 6 armour)3.0 T4 head armor [Unique] Master While equipped: Stats +10 Wil +7 Con dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% light +15% darkness Res.Cap +10% darkness Unseen.red 25% ---------- misc Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
10 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
8 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+0 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+0 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+1 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+1 eff.) Phys.save +10 (+1 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+1 eff.) Item imbue powers: Defense +10 (+1 eff.) Phys.save +10 (+1 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+1 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 19 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
113 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern of clarity2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+1 eff.) ---------- misc Light +2 See.Stealth +5 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
alchemist's lamp of the sun1.0 T3 lite [Ego+] Arcane While equipped: dps ---------- Dmg.mod +7% light ----- def ----- Resists +7% darkness Affinity +5% light ---------- misc Light +5 Sun Flare: Puts all charms on 19 cooldown Level 3.0 Pwr.cost 19 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 185.16 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
scorching alchemist's lamp of focus1.0 T3 lite [Ego] Arcane/Psionic While equipped: Stats +5 Wil dps ---------- Dmg.mod +7% mind Melee Ret 15 fire ----- def ----- Resists +8% fire ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
dwarven lantern of the moons1.0 T5 lite [Ego+] Arcane While equipped: dps ---------- Dmg.mod +8% darkness ----- def ----- Resists +7% light Affinity +5% darkness ---------- misc Light +4 Infravis +4 Moonlight Ray: Puts all charms on 6 cooldown Level 4.0 Pwr.cost 6 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 496.12 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Tooth of the Mouth (dig speed 12 turns)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. |
iron pickaxe of endurance (dig speed 39 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe (dig speed 28 turns)3.0 T3 digger tool [Normal] While equipped: Stats +2 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of wreckage (dig speed 23 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +4 Str dps ---------- Apr +10 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (dig speed 12 turns)3.0 T5 digger tool [Unique] Master While equipped: Stats +3 Str +3 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +7 (+1 eff.) Spell.save +7 (+1 eff.) Mind.save +7 (+1 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Pulverizing Auger: Level 4.8 Pwr.cost 19 out of 30/30. Range 6 Travel.spd instantaneous Is a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 809.85 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Eternity's Counter2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Mov.spd +0% Phys.spd +0% Spell.spd +0% Mind.spd +0% Dmg.mod +15% temporal ----- def ----- Resists +0% all +15% temporal Dmg.red +0 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 13 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 7 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. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 127 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. |
Rod of Spydric Poison (4/4)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 4879.60 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 16 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
iron torque of thermal psionic shield [power 25] (13 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 25 for 7 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of kinetic psionic shield [power 53] (13 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 53 for 7 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast [power 133] (4 cooldown)2.0 T2 torque charm [Ego] Psionic Fire a blast of psionic energies in a range 22 beam dealing 66.50 to 133.00 mind damage Puts all charms on 4 cooldown Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of kinetic psionic shield [power 75] (13 cooldown)2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 75 for 7 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
telekinetic stralite torque of kinetic psionic shield [power 99] (13 cooldown)2.0 T4 torque charm [Ego+] Psionic While equipped: ---------- misc Talents +3 Telekinetic Blast Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 99 for 7 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
quick voratun torque of mindblast [power 273] (4 cooldown)2.0 T5 torque charm [Ego] Psionic Fire a blast of psionic energies in a range 22 beam dealing 136.50 to 273.00 mind damage Puts all charms on 4 cooldown Torques are made by powerful psionics to store psionic powers. |
natural elm totem of thorny skin [power 16] (13 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 13 cooldown 100% to regenerate 2 equilibrium. Natural totems are made by powerful wilders to store nature power. |
quick elm totem of thorny skin [power 12] (9 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 12 and armour hardiness by 30% Puts all charms on 9 cooldown Natural totems are made by powerful wilders to store nature power. |
supercharged elm totem of thorny skin [power 20] (15 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 20 and armour hardiness by 30% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
ash totem of cure ailments [power 2] (7 cooldown)2.0 T2 totem charm [Ego] Nature Remove up to 2 poisons or diseases from a target within range 22 (based on Willpower) Puts all charms on 7 cooldown Natural totems are made by powerful wilders to store nature power. |
supercharged yew totem of cure ailments [power 3] (8 cooldown)2.0 T3 totem charm [Ego] Nature Remove up to 3 poisons or diseases from a target within range 22 (based on Willpower) Puts all charms on 8 cooldown Natural totems are made by powerful wilders to store nature power. |
yew totem of cure ailments [power 2] (7 cooldown)2.0 T3 totem charm [Ego] Nature Remove up to 2 poisons or diseases from a target within range 22 (based on Willpower) Puts all charms on 7 cooldown Natural totems are made by powerful wilders to store nature power. |
Honeywood Chalice2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+1 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Tree of Life2.0 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 7 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
The Guardian's Totem2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+1 eff.) Melee Ret 18 nature slow ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+2 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 22 power out of 35/35 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
elm wand of clairvoyance [power 9] (4 cooldown)2.0 T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 249 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. |
elm wand of conjuration [power 85] (7 cooldown)2.0 T1 wand charm [Ego] Arcane Fire a bolt of a random element with (base) damage 42 to 85 Puts all charms on 7 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick elm wand of clairvoyance [power 8] (4 cooldown)2.0 T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 8, power 248 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. |
supercharged elm wand of trap destruction [power 24] (12 cooldown)2.0 T1 wand charm [Ego] Arcane Disarm traps (24 bonus disarm power, based on Magic) along a range 11 line Puts all charms on 12 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of clairvoyance 'Smoldertrencher' [power 10] (4 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +5% fire Melee Ret 20 fire On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +6% lightning +3% fire ---------- misc Max.vim +7.00 Reveal the area around you, dispelling darkness (radius 10, power 250 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. |
shadowy ash wand of clairvoyance [power 10] (4 cooldown)2.0 T2 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 10, power 250 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 4 cooldown 100% to regenerate 2 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
defiled yew wand of conjuration [power 235] (7 cooldown)2.0 T3 wand charm [Ego] Arcane While equipped: ---------- misc Max.vim +10.00 Fire a bolt of a random element with (base) damage 118 to 235 Puts all charms on 7 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
volcanic elven-wood wand of clairvoyance [power 14] (4 cooldown)2.0 T4 wand charm [Ego+] Arcane While equipped: ---------- misc Talents +3 Volcano Cooldown Volcano -2 Reveal the area around you, dispelling darkness (radius 14, power 254 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. |
volcanic elven-wood wand of firewall [power 261] (4 cooldown)2.0 T4 wand charm [Ego+] Arcane While equipped: ---------- misc Talents +2 Volcano Cooldown Volcano -2 Creates a wall of flames lasting 4 turns (dealing 261 fire damage overall) 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. |
volcanic elven-wood wand of firewall [power 221] (4 cooldown)2.0 T4 wand charm [Ego+] Arcane While equipped: ---------- misc Talents +2 Volcano Cooldown Volcano -2 Creates a wall of flames lasting 4 turns (dealing 221 fire damage overall) 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. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By loomkoom2 the Hulk Alchemist level 15
7th Haze 123rd year of Ascendancy at 01:06 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By loomkoom2 the Hulk Alchemist level 20
24th Regrowth 124th year of Ascendancy at 04:13 see stats
Against all odds
Killed Ukruk in the ambush.By loomkoom2 the Hulk Alchemist level 15
55th Dusk 123rd year of Ascendancy at 20:13 see stats
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By loomkoom2 the Hulk Alchemist level 12
38th Pyre 123rd year of Ascendancy at 14:50 see stats
Arachnophobia
Destroyed the spydric menace.By loomkoom2 the Hulk Alchemist level 17
16th Regrowth 124th year of Ascendancy at 21:30 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By loomkoom2 the Hulk Alchemist level 17
21st Regrowth 124th year of Ascendancy at 19:09 see stats
Brave new world
Went to the Far East and took part in the war.By loomkoom2 the Hulk Alchemist level 16
14th Regrowth 124th year of Ascendancy at 00:12 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By loomkoom2 the Hulk Alchemist level 5
2nd Summertide 122nd year of Ascendancy at 20:49 see stats
Destroyer's bane
Killed Golbug the Destroyer.By loomkoom2 the Hulk Alchemist level 16
18th Haze 123rd year of Ascendancy at 22:00 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By loomkoom2 the Hulk Alchemist level 24
80th Regrowth 124th year of Ascendancy at 09:32 see stats
Exterminator
Killed 1000 creatures.By loomkoom2 the Hulk Alchemist level 10
19th Regrowth 123rd year of Ascendancy at 11:54 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By loomkoom2 the Hulk Alchemist level 15
78th Dusk 123rd year of Ascendancy at 04:14 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By loomkoom2 the Hulk Alchemist level 7
34th Haze 122nd year of Ascendancy at 13:34 see stats
I cleared the room of death and all I got was this lousy achievement!
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By loomkoom2 the Hulk Alchemist level 18
21st Regrowth 124th year of Ascendancy at 19:26 see stats
Level 10
Got a character to level 10.By loomkoom2 the Hulk Alchemist level 10
6th Allure 123rd year of Ascendancy at 15:50 see stats
Level 20
Got a character to level 20.By loomkoom2 the Hulk Alchemist level 20
23rd Regrowth 124th year of Ascendancy at 12:54 see stats
Overpowered!
Did over 6000 damage in one attack.By loomkoom2 the Hulk Alchemist level 8
47th Haze 122nd year of Ascendancy at 04:25 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By loomkoom2 the Hulk Alchemist level 21
42nd Regrowth 124th year of Ascendancy at 11:39 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By loomkoom2 the Hulk Alchemist level 9
3rd Decay 122nd year of Ascendancy at 02:41 see stats
Size is everything
Did over 1500 damage in one attack.By loomkoom2 the Hulk Alchemist level 4
2nd Summertide 122nd year of Ascendancy at 20:48 see stats
Size matters
Did over 600 damage in one attack.By loomkoom2 the Hulk Alchemist level 1
74th Pyre 122nd year of Ascendancy at 11:14 see stats
Sliders
Activated a portal using the Orb of Many Ways.By loomkoom2 the Hulk Alchemist level 16
19th Haze 123rd year of Ascendancy at 01:04 see stats
The Arena
Unlocked Arena mode.By loomkoom2 the Hulk Alchemist level 10
3rd Regrowth 123rd year of Ascendancy at 20:05 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By loomkoom2 the Hulk Alchemist level 10
52nd Regrowth 123rd year of Ascendancy at 21:40 see stats
The bigger the better!
Did over 3000 damage in one attack.By loomkoom2 the Hulk Alchemist level 8
46th Haze 122nd year of Ascendancy at 23:19 see stats
The secret city
Discovered the truth about mages.By loomkoom2 the Hulk Alchemist level 8
44th Haze 122nd year of Ascendancy at 08:12 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By loomkoom2 the Hulk Alchemist level 21
45th Regrowth 124th year of Ascendancy at 05:03 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By loomkoom2 the Hulk Alchemist level 21
40th Regrowth 124th year of Ascendancy at 14:13 see stats
Treasure Hunter
Amassed 1000 gold pieces.By loomkoom2 the Hulk Alchemist level 13
63rd Pyre 123rd year of Ascendancy at 17:35 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By loomkoom2 the Hulk Alchemist level 15
55th Dusk 123rd year of Ascendancy at 05:59 see stats
Log
Today is the 57th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 11:10.
Ran for 1 turns (stop reason: didn't move).
Today is the 58th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 59th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Loomkoom2 is no longer surging arcane power.































































































































































































































































































