



Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Hulk! 1.4.8 No More Rare Monsters 1.2.5Get rid of those constant one-shot encounters. Elites and Bosses untouched. Items Vault 1.5.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Faster 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. 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!) 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. 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. 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: Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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 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. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Hulk |
| Class | Alchemist |
| Level / Exp | 17 / 86% |
| Size | medium |
| Lifes / Deaths | Killed by loomkoom at level 12 on the 52nd Regrowth 123rd year of Ascendancy at 15:25 4 / 1 |
Primary Stats
| Strength | 1022 (base 23) |
| Dexterity | 1026 (base 19) |
| Constitution | 1012 (base 13) |
| Magic | 1025 (base 26) |
| Willpower | 1017 (base 18) |
| Cunning | 1024 (base 19) |
Resources
| Mana | 2217/5057 |
| Equilibrium | 59 |
| Life | 218055/218055 |
| Stamina | 2666/2666 |
| Paradox | 1940 |
| Healing Factor | 2.2715736040609 |
| Regeneration | 22713.464467005 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +200% |
Vision
| Sight | 10 |
| Lite | 0 |
| Infravision | 8 |
| See Stealth | 202.71018494339 |
| See Invisible | 260.97252771708 |
Offense: Barehand
| Damage | 298 |
| Accuracy | 232 |
| Crit Chance | 614% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 192 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Mind
| Mindpower | 201 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +10% |
| Lightning | +30% |
| Fire | +10% |
| Cold | 0% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 0 (30%) |
| Defense | 163 |
| Ranged Defense | 163 |
| Fatigue | 0 |
| Physical Save | 178 |
| Spell Save | 178 |
| Mental Save | 178 |
Defense: Resistances
| Lightning | + 28%( 70%) |
| Nature | -2%( 70%) |
| Cold | + 70%( 70%) |
| Blight | -2%( 70%) |
| Acid | + 28%( 70%) |
| Fire | + 28%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Confusion Resistance | 100% |
Inscriptions (5/5)
| 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. |
| Infusions | Effective talent level: 1.0 Infusion: SunUse 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 brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 106). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 213) for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Cunning / Tactical | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Fire alchemy | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Golemancy | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Energy alchemy | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Advanced-golemancy | 1.50 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Acid alchemy | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Frost 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 |
| Spell / Staff combat | 1.30 |
| 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 |
| Wild-gift / Harmony | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Stone alchemy | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Divination | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
| talent | Premonition |
| talent | Lightning Infusion |
| talent | Keen Senses |
| talent | Yarrrr!! |
| beneficial effect | The target is waiting to be recalled back to the worldmap. Recalling |
| detrimental effect | The target is frozen on the ground, able to act freely but not move. Frozen Feet |
| beneficial effect | Countering melee attacks: Has a 89% chance to get an automatic counter attack when avoiding a melee attack. (6.2 counters remaining) Counter Attacking |
| beneficial effect | The target is near a spellblaze scar, granting +25% spell critical chance, +10% fire and blight damage but critical spells will drain arcane forces. Spellblaze Scar |
| beneficial effect | Tuning Paradox at a rate of -10 per turn. Spacetime Tuning |
| detrimental effect | Zone-wide effect: +10% critical chance, +20% critical damage, -20% nature and blight resistance. Sinister Aura |
| beneficial effect | Reduces cold damage received by 65%. Premonition Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you gained talent category Spell / Divination (at mastery 0.80). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You failed to protect the lone alchemist from death by temporal stalker. Escort: lone alchemist (level 4 of Dreadfell) | failed |
You failed to protect the repented thief from death by loomkoom. Escort: repented thief (level 8 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Precognition (+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 Dexterity by +2. | 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 |
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 |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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. | active |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed vampire lord fang. * You've found the needed multi-hued wyrm scale. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed length of troll intestine. * You've found the needed vial of squid ink. | 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 too late. The place has been drained of its power and the sorcerers have left. 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * 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* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
Equipment
Inventory
insidious poison infusion (28 nature damage, 33% healing reduction)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 25 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 28.29 nature damage per turn for 7 turns, and reducing the target's healing received by 33%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
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..." |
acid wave rune of the psychic (1326 acid damage; disarm 5 turns with power 212)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 1326.40 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 212 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune (40 cold damage; freeze 3 turns with power 20)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 40.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 20 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune (39 cold damage; freeze 3 turns with power 21)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 39.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 21 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the titan (1247 cold damage; freeze 3 turns with power 212)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 1247.40 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 212 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune (92 lightning damage)0.1 T3 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of lightning, doing 30.78 to 92.35 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune (91 lightning damage)0.1 T3 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of lightning, doing 30.35 to 91.05 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune (600% regen over 10 turns; 30 instant mana)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the warrior (4790% regen over 10 turns; 240 instant mana)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 4790% for 10 turns and instantly restoring 240 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the psychic (range 76; power 231; dur 3)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 76. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 231%, your defense is increased by 231 and all your resistances by 231%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the psychic (range 76; power 229; dur 3)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 76. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 229%, your defense is increased by 229 and all your resistances by 229%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the sneak (range 79; power 237; dur 5)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 79. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 237%, your defense is increased by 237 and all your resistances by 237%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the warrior (range 78; power 234; dur 3)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 78. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 234%, your defense is increased by 234 and all your resistances by 234%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 3199 for 4 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 3199 damage for 4 turns. 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. |
shielding rune of the psychic (absorb 3101 for 4 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 3101 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the titan (absorb 3174 for 4 turns)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 Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 3174 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 20)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 20 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 (range 38)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 38 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 warrior (range 1065)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 1065 with a minimum range of 15. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune (radius 11; dur 18; see humanoid)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (11 radius) and to allow you to see invisible and stealthed creatures (power 13) for 18 turns. Your mind will become more receptive for 18 turns, allowing you to sense any humanoid around. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the titan (radius 9; dur 17; see dragon)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (9 radius) and to allow you to see invisible and stealthed creatures (power 153) for 17 turns. Your mind will become more receptive for 17 turns, allowing you to sense any dragon around. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
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. |
Shard of Insanity0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+1 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+4 eff.) Confus- -100% Inner Demons: Level 4.0 Pwr.cost 19 out of 30/30. Range 7 Travel.spd instantaneous Is a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 43% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Sparkobsidian the voratun amulet0.1 T5 amulet jewelry [Rare] Master While equipped: dps ---------- Crit.mult +25.00% Dmg.mod +12% mind +9% lightning Res.pen +10% lightning Melee Ret 4 mind ----- def ----- Armour +6 Defense +11 (+2 eff.) Res.Cap +6% all Phys.save +24 (+3 eff.) Mind.save +6 (+1 eff.) Amulets can have magical properties. |
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... |
clarifying steel amulet of constitution (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Resists +10% mind Confus- +24% Amulets can have magical properties. |
insulating gold amulet of strength (+2)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +10% fire +15% cold Amulets can have magical properties. |
mindweaver's gold amulet of constitution (+4)0.1 T3 amulet jewelry [Ego+] Nature/Psionic While equipped: Stats +2 Wil +4 Con dps ---------- Mind.pwr +9 (+1 eff.) ----- def ----- Mind.save +10 (+1 eff.) Confus- +13% Amulets can have magical properties. |
restful gold amulet0.1 T3 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -6% HP.reg +1.40 Amulets can have magical properties. |
starlit steel amulet of strength (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Str ----- def ----- Resists +13% light +10% darkness Blind- +26% Amulets can have magical properties. |
steel amulet0.1 T2 amulet jewelry [Normal] Amulets can have magical properties. |
steel amulet 'Blazehunt'0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +10% lightning Melee Ret 20 lightning On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Resists +9% lightning ---------- misc Masteries +0.16 Cunning/Survival Amulets can have magical properties. |
stralite amulet of constitution (+4)0.1 T4 amulet jewelry [Ego] Nature While equipped: Stats +4 Con Amulets can have magical properties. |
warmaker's stralite amulet of manastreaming0.1 T4 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Str +5 Dex +2 Mag +7 Wil dps ---------- S.pwr/crit +4 ---------- misc Mana/turn +0.10 Max.mana +24.00 Amulets can have magical properties. |
Arotha the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Str +3 Wil +6 Con dps ---------- Mind.crit +1% Phys.pwr +7 (+0 eff.) ----- def ----- Resists +5% arcane Heal/summ +30 ---------- misc Psi/ret +0.04 Rings can have magical properties. |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Dmg.mod +12% lightning +12% fire +12% arcane +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+1 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+1 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
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. |
conjurer's voratun ring of pilfering0.1 T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.pwr +7 (+1 eff.) Acc +11 (+1 eff.) Apr +7 ----- def ----- Defense +13 (+2 eff.) 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 4 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 143% 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. |
copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+1 eff.) Apr +7 ----- def ----- Defense +8 (+1 eff.) 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 4 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 143% 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. |
gold ring0.1 T3 ring jewelry [Normal] Rings can have magical properties. |
gold ring0.1 T3 ring jewelry [Normal] Rings can have magical properties. |
psionicist's voratun ring of arcana(+0.24/turn)0.1 T5 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +7 Wil ----- def ----- Mind.save +14 (+2 eff.) Silence- +25% ---------- misc Mana/turn +0.24 Rings can have magical properties. |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+1 eff.) Rings can have magical properties. |
rogue's gold ring of corrosion (+22%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +6 Cun dps ---------- Dmg.mod +11% acid ----- def ----- Defense +12 (+2 eff.) Resists +22% acid Rings can have magical properties. |
rogue's stralite ring of fire (+26%)0.1 T4 ring jewelry [Ego] Nature/Master While equipped: Stats +5 Cun dps ---------- Dmg.mod +13% fire ----- def ----- Defense +10 (+2 eff.) Resists +26% fire Rings can have magical properties. |
sneakthief's voratun ring of life0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +6 Cun +7 Dex dps ---------- Acc +6 (+1 eff.) ----- def ----- Max.HP +50.00 HP.reg +1.00 Heal.mod +10% Rings can have magical properties. |
steel ring0.1 T2 ring jewelry [Normal] Rings can have magical properties. |
steel ring0.1 T2 ring jewelry [Normal] Rings can have magical properties. |
titan's gold ring of frost (+28%)0.1 T3 ring jewelry [Ego] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +14% cold ----- def ----- Resists +28% cold Phys.save +10 (+1 eff.) Rings can have magical properties. |
titan's stralite ring of life0.1 T4 ring jewelry [Ego+] Nature While equipped: Stats +5 Con ----- def ----- Phys.save +10 (+1 eff.) Max.HP +67.00 HP.reg +0.50 Heal.mod +16% Rings can have magical properties. |
wizard's steel ring of power0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag dps ---------- Phys.pwr +6 (+0 eff.) Spell.pwr +7 (+1 eff.) Mind.pwr +6 (+1 eff.) ----- def ----- Spell.save +8 (+1 eff.) Rings can have magical properties. |
wizard's stralite ring of pilfering0.1 T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Mag dps ---------- Acc +8 (+1 eff.) Apr +10 ----- def ----- Defense +10 (+2 eff.) Spell.save +10 (+1 eff.) 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 4 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 143% 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. |
Drake's Bane (52-78 power, 21 apr)3.0 T3 battleaxe 2H weapon [Unique] Master Power 52.0 - 78.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- Phys.save +9 (+1 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
arcing steel battleaxe of phasing (19-28.5 power, 14 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane Power 19.0 - 28.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +14 Crit +5.0% Atk.spd 100% Phasing +37% Melee+ +12 lightning On Hit: * 25% chance for lightning to arc to a second target Massive two-handed battleaxes. |
balanced dwarven-steel battleaxe of crippling (29.5-44.25 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Master Power 29.5 - 44.3 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 +12.0% Acc +10 (+1 eff.) ----- def ----- Defense +10 (+2 eff.) Disarm- +45% Massive two-handed battleaxes. |
dwarven-steel battleaxe (33.5-50.25 power, 2 apr)3.0 T3 battleaxe 2H weapon [Normal] Power 33.5 - 50.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Massive two-handed battleaxes. |
dwarven-steel battleaxe (31-46.5 power, 2 apr)3.0 T3 battleaxe 2H weapon [Normal] Power 31.0 - 46.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Massive two-handed battleaxes. |
dwarven-steel battleaxe (30.5-45.75 power, 2 apr)3.0 T3 battleaxe 2H weapon [Normal] Power 30.5 - 45.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Massive two-handed battleaxes. |
dwarven-steel battleaxe of massacre (43.5-65.25 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Master Power 43.5 - 65.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Massive two-handed battleaxes. |
elemental stralite battleaxe of shearing (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: dps ---------- Dmg.mod +13% physical Res.pen +14% acid +13% physical +12% cold +16% lightning +19% fire Apr +12 Massive two-handed battleaxes. |
flaming iron battleaxe of massacre (22-33 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Arcane/Master Power 22.0 - 33.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +1 Crit +4.5% Atk.spd 100% On Hit.r1 +9 fire Massive two-handed battleaxes. |
glacial stralite battleaxe of erosion (42.5-63.75 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego+] Nature Power 42.5 - 63.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% Melee+ +13 nature +19 temporal On Crit.r2 +17 ice While equipped: dps ---------- Res.pen +13% cold ----- def ----- Armour +13 Massive two-handed battleaxes. |
hateful dwarven-steel battleaxe (33.5-50.25 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Psionic Power 33.5 - 50.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Melee+ +10 darkness Against +12% Living Massive two-handed battleaxes. |
hateful dwarven-steel battleaxe of massacre (38-57 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Master/Psionic Power 38.0 - 57.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Melee+ +16 darkness Against +7% Living Massive two-handed battleaxes. |
hateful iron battleaxe of erosion (15-22.5 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Nature/Psionic Power 15.0 - 22.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +1 Crit +4.5% Atk.spd 100% Melee+ +9 temporal +9 darkness +7 nature Against +9% Living Massive two-handed battleaxes. |
hateful steel battleaxe (21.5-32.25 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Psionic Power 21.5 - 32.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +7 darkness Against +10% Living Massive two-handed battleaxes. |
hateful voratun battleaxe of evisceration (56.5-84.75 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego+] Master/Psionic Power 56.5 - 84.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +14 darkness Against +17% Living On Crit: * wounds the target for 7 turns: 44 bleeding, 96% reduced healing While equipped: dps ---------- Phys.crit +12.0% Phys.pwr +12 (+1 eff.) Massive two-handed battleaxes. |
manaburning steel battleaxe of massacre (29.5-44.25 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Disrupt/Master Power 29.5 - 44.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% On Hit: * 16 arcane resource burn Massive two-handed battleaxes. |
steel battleaxe (23-34.5 power, 2 apr)3.0 T2 battleaxe 2H weapon [Normal] Power 23.0 - 34.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
steel battleaxe (21-31.5 power, 2 apr)3.0 T2 battleaxe 2H weapon [Normal] Power 21.0 - 31.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
steel battleaxe (18-27 power, 2 apr)3.0 T2 battleaxe 2H weapon [Normal] Power 18.0 - 27.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
steel battleaxe (22.5-33.75 power, 2 apr)3.0 T2 battleaxe 2H weapon [Normal] Power 22.5 - 33.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
steel battleaxe of purging (19-28.5 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Disrupt Power 19.0 - 28.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +7 nature On Hit: * 25% chance to remove a magical effect Massive two-handed battleaxes. |
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. |
Silent Blade (25-32.5 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Str, 55% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+1 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +10 blight +10 fire burn On Crit.r2 +20 infective blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
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 (+2 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
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 (+2 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. |
acidic iron dagger (9.5-12.35 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane Power 9.5 - 12.4 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +4 acid On Crit: * splashes the target with acid Sharp, short and deadly. |
arcing iron dagger (9-11.7 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane Power 9.0 - 11.7 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 lightning On Hit: * 25% chance for lightning to arc to a second target Sharp, short and deadly. |
arcing iron dagger of phasing (11-14.3 power, 9 apr)1.0 T1 dagger 1H weapon [Ego] Arcane Power 11.0 - 14.3 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +4.0% Atk.spd 100% Phasing +8% Melee+ +5 lightning On Hit: * 25% chance for lightning to arc to a second target Sharp, short and deadly. |
arcing steel dagger of daylight (12.5-16.25 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 12.5 - 16.3 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 light +6 lightning Against +4% Undead On Hit: * 25% chance for lightning to arc to a second target Sharp, short and deadly. |
balanced steel dagger of daylight (13.5-17.55 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane/Master Power 13.5 - 17.6 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 light Against +6% Undead While equipped: dps ---------- Acc +6 (+1 eff.) ----- def ----- Defense +6 (+1 eff.) Disarm- +22% Sharp, short and deadly. |
balanced steel dagger of massacre (17.5-22.75 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master Power 17.5 - 22.8 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +5 (+0 eff.) ----- def ----- Defense +7 (+1 eff.) Disarm- +16% Sharp, short and deadly. |
balanced steel dagger of massacre (18-23.4 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master Power 18.0 - 23.4 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +4 (+0 eff.) ----- def ----- Defense +6 (+1 eff.) Disarm- +18% Sharp, short and deadly. |
balanced voratun dagger of massacre (43-55.9 power, 9 apr)1.0 T5 dagger 1H weapon [Ego] Master Power 43.0 - 55.9 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+1 eff.) ----- def ----- Defense +5 (+1 eff.) Disarm- +23% Sharp, short and deadly. |
dwarven-steel dagger (14.5-18.85 power, 7 apr)1.0 T3 dagger 1H weapon [Normal] Power 14.5 - 18.9 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Sharp, short and deadly. |
dwarven-steel dagger (17-22.1 power, 7 apr)1.0 T3 dagger 1H weapon [Normal] Power 17.0 - 22.1 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Sharp, short and deadly. |
dwarven-steel dagger (15.5-20.15 power, 7 apr)1.0 T3 dagger 1H weapon [Normal] Power 15.5 - 20.2 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Sharp, short and deadly. |
flaming iron dagger of daylight (9.5-12.35 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane Power 9.5 - 12.4 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 light Against +6% Undead On Hit.r1 +4 fire Sharp, short and deadly. |
hateful steel dagger of massacre (16.5-21.45 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master/Psionic Power 16.5 - 21.4 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 darkness Against +7% Living Sharp, short and deadly. |
iron dagger of amnesia (9.5-12.35 power, 5 apr)1.0 T1 dagger 1H weapon [Ego+] Psionic Power 9.5 - 12.4 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% On Hit: * 25% chance to put talents on cooldown While equipped: Sharp, short and deadly. |
iron dagger of massacre (13.5-17.55 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Master Power 13.5 - 17.6 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
iron dagger of projection (10.5-13.65 power, 5 apr)1.0 T1 dagger 1H weapon [Ego+] Psionic Power 10.5 - 13.7 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Sharp, short and deadly. |
plaguebringer's iron dagger (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Ego+] Arcane Power 10.0 - 13.0 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 blight On Hit: 10% Epidemic 1 On Hit: * 4% chance to disease While equipped: ----- def ----- Disease- +8% Sharp, short and deadly. |
quick steel dagger (11-14.3 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Master Power 11.0 - 14.3 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 111% While equipped: Stats +2 Dex dps ---------- Acc +4 (+0 eff.) Sharp, short and deadly. |
steel dagger of amnesia (10.5-13.65 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Psionic Power 10.5 - 13.7 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 25% chance to put talents on cooldown While equipped: Sharp, short and deadly. |
steel dagger of daylight (10.5-13.65 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 10.5 - 13.7 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 light Against +4% Undead Sharp, short and deadly. |
steel dagger of massacre (14.5-18.85 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master Power 14.5 - 18.9 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
steel dagger of massacre (15-19.5 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master Power 15.0 - 19.5 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
steel dagger of paradox (13-16.9 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 13.0 - 16.9 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 temporal While equipped: dps ---------- Melee Ret 5 temporal ----- def ----- Resists +5% temporal Sharp, short and deadly. |
truestriking iron dagger of purging (9-11.7 power, 5 apr)1.0 T1 dagger 1H weapon [Ego++] Disrupt/Master Power 9.0 - 11.7 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +4 nature On Hit: * 25% chance to remove a magical effect While equipped: dps ---------- Res.pen +5% physical Acc +4 (+0 eff.) Apr +5 Sharp, short and deadly. |
truestriking steel dagger of crippling (11-14.3 power, 6 apr)1.0 T2 dagger 1H weapon [Ego++] Master Power 11.0 - 14.3 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +5.0% Res.pen +5% physical Acc +5 (+0 eff.) Apr +6 Sharp, short and deadly. |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 13 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
acidic iron greatmaul (21-31.5 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Arcane Power 21.0 - 31.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +1 Crit +0.5% Atk.spd 100% Melee+ +10 acid On Crit: * splashes the target with acid Massive two-handed mauls. |
arcing dwarven-steel greatmaul of amnesia (41-61.5 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego+] Arcane/Psionic Power 41.0 - 61.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Melee+ +12 lightning On Hit: * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown While equipped: Massive two-handed mauls. |
caustic stralite greatmaul (53.5-80.25 power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego+] Nature Power 53.5 - 80.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% On Hit: * 10% chance to corrode armour by 30% While equipped: dps ---------- Res.pen +10% acid ----- def ----- HP.reg +3.00 Massive two-handed mauls. |
dwarven-steel greatmaul (38-57 power, 2 apr)5.0 T3 greatmaul 2H weapon [Normal] Power 38.0 - 57.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
dwarven-steel greatmaul (39.5-59.25 power, 2 apr)5.0 T3 greatmaul 2H weapon [Normal] Power 39.5 - 59.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
dwarven-steel greatmaul (43-64.5 power, 2 apr)5.0 T3 greatmaul 2H weapon [Normal] Power 43.0 - 64.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
dwarven-steel greatmaul (41-61.5 power, 2 apr)5.0 T3 greatmaul 2H weapon [Normal] Power 41.0 - 61.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
dwarven-steel greatmaul (38-57 power, 2 apr)5.0 T3 greatmaul 2H weapon [Normal] Power 38.0 - 57.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
dwarven-steel greatmaul of crippling (41-61.5 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego+] Master Power 41.0 - 61.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +10.0% Massive two-handed mauls. |
dwarven-steel greatmaul of massacre (54.5-81.75 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego] Master Power 54.5 - 81.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
dwarven-steel greatmaul of purging (39.5-59.25 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego+] Disrupt Power 39.5 - 59.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Melee+ +12 nature On Hit: * 25% chance to remove a magical effect Massive two-handed mauls. |
flaming iron greatmaul of massacre (29-43.5 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Arcane/Master Power 29.0 - 43.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +1 Crit +0.5% Atk.spd 100% On Hit.r1 +9 fire Massive two-handed mauls. |
flaming steel greatmaul of crippling (27.5-41.25 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego+] Arcane/Master Power 27.5 - 41.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% On Hit.r1 +12 fire On Crit: * cripple the target While equipped: dps ---------- Phys.crit +9.0% Massive two-handed mauls. |
insidious stralite greatmaul of massacre (66.5-99.75 power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego] Nature/Master Power 66.5 - 99.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% Melee+ +20 insidious poison Massive two-handed mauls. |
steel greatmaul (28.5-42.75 power, 2 apr)5.0 T2 greatmaul 2H weapon [Normal] Power 28.5 - 42.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Massive two-handed mauls. |
steel greatmaul (26.5-39.75 power, 2 apr)5.0 T2 greatmaul 2H weapon [Normal] Power 26.5 - 39.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Massive two-handed mauls. |
steel greatmaul 'Dourwyrd' (29-43.5 power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Master Power 29.0 - 43.5 Temporal Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% On Hit.r1 +4 darkness While equipped: dps ---------- Phys.crit +10.0% Crit.mult +16.00% Res.pen +5% temporal Apr +7 Melee Ret 20 darkness 12 temporal On Hit (Melee): * 40% chance to gain 10% of a turn (3/turn limit) Massive two-handed mauls. |
warbringer's stralite greatmaul of daylight (54.5-81.75 power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego+] Arcane/Master Power 54.5 - 81.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% Melee+ +14 light Against +24% Undead While equipped: Stats +5 Con dps ---------- Phys.pwr +7 (+0 eff.) Res.pen +9% physical ----- def ----- Disarm- +25% Massive two-handed mauls. |
warbringer's voratun greatmaul of rage (69.5-104.25 power, 4 apr)5.0 T5 greatmaul 2H weapon [Ego++] Master Power 69.5 - 104.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Str +5 Con dps ---------- Phys.pwr +12 (+1 eff.) Dmg.mod +12% physical Res.pen +16% physical Acc +10 (+1 eff.) ----- def ----- Disarm- +20% ---------- misc Stam/ret +0.70 Massive two-handed mauls. |
arcing iron greatsword of phasing (15.5-24.8 power, 8 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane Power 15.5 - 24.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +8 Crit +2.5% Atk.spd 100% Phasing +17% Melee+ +7 lightning On Hit: * 25% chance for lightning to arc to a second target Massive two-handed swords. |
arcing steel greatsword of phasing (24-38.4 power, 9 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane Power 24.0 - 38.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +9 Crit +3.0% Atk.spd 100% Phasing +23% Melee+ +13 lightning On Hit: * 25% chance for lightning to arc to a second target Massive two-handed swords. |
balanced dwarven-steel greatsword (36.5-58.4 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Master Power 36.5 - 58.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +9 (+1 eff.) ----- def ----- Defense +10 (+2 eff.) Disarm- +32% Massive two-handed swords. |
chilling dwarven-steel greatsword of massacre (50.5-80.8 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane/Master Power 50.5 - 80.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +10 cold Massive two-handed swords. |
dwarven-steel greatsword (36.5-58.4 power, 2 apr)3.0 T3 greatsword 2H weapon [Normal] Power 36.5 - 58.4 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 of projection (37-59.2 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Psionic 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% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Massive two-handed swords. |
flaming stralite greatsword of corruption (45.5-72.8 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Arcane Power 45.5 - 72.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% On Hit.r1 +7 fire On Hit: * 9% chance to inflict 15% damage reduction * 20% chance to curse the target Massive two-handed swords. |
insidious steel greatsword (23-36.8 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Nature 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% Melee+ +19 insidious poison Massive two-handed swords. |
iron greatsword (18.5-29.6 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 18.5 - 29.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
manaburning steel greatsword of erosion (23.5-37.6 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Nature/Disrupt Power 23.5 - 37.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +7 temporal +9 nature On Hit: * 14 arcane resource burn Massive two-handed swords. |
plaguebringer's dwarven-steel greatsword of massacre (45-72 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Arcane/Master Power 45.0 - 72.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +16 blight On Hit: 10% Epidemic 3 On Hit: * 12% chance to disease While equipped: ----- def ----- Disease- +14% Massive two-handed swords. |
steel greatsword (22-35.2 power, 2 apr)3.0 T2 greatsword 2H weapon [Normal] Power 22.0 - 35.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
steel greatsword (27-43.2 power, 2 apr)3.0 T2 greatsword 2H weapon [Normal] Power 27.0 - 43.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
steel greatsword (25-40 power, 2 apr)3.0 T2 greatsword 2H weapon [Normal] Power 25.0 - 40.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
stralite greatsword of crippling (46-73.6 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Master Power 46.0 - 73.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +13.0% Massive two-handed swords. |
voratun greatsword of nature (64-102.4 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego+] Nature Power 64.0 - 102.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +12% nature ----- def ----- Resists +7% all Massive two-handed swords. |
Corpsebow4.0 T2 longbow 2H weapon [Unique] Arcane/Nature Acc+ +0.2% crit / acc Atk.spd 125% Range +7 While equipped: dps ---------- Ranged+ 20 blight Dmg.mod +40% blight On Hit (Ranged): * 40% chance to disease ----- def ----- Disease- +50% Cyst Burst: Level 5.0 Pwr.cost 7 out of 20/20. Range 8 Travel.spd instantaneous Is a spell Description: Make your target's diseases burst, doing 205.81 blight damage for each disease it is infected with. This will also spread any diseases to any nearby foes in a radius of 3. The damage will increase with your Spellpower. A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
ash longbow4.0 T2 longbow 2H weapon [Normal] Acc+ +0.2% crit / acc Atk.spd 125% Range +7 Longbows are used to shoot arrows at your foes. |
ash longbow4.0 T2 longbow 2H weapon [Normal] Acc+ +0.2% crit / acc Atk.spd 125% Range +7 Longbows are used to shoot arrows at your foes. |
blazebringer's yew longbow of true flight4.0 T3 longbow 2H weapon [Ego++] Nature/Master Acc+ +0.2% crit / acc Atk.spd 125% Range +9 Ranged+ +14 fire While equipped: dps ---------- Phys.crit +11.0% All.spd +4% Res.pen +12% fire Acc +12 (+1 eff.) Longbows are used to shoot arrows at your foes. |
mighty ash longbow of lightning4.0 T2 longbow 2H weapon [Ego] Arcane/Master Acc+ +0.2% crit / acc Atk.spd 125% Range +7 Ranged+ +9 lightning While equipped: Stats +3 Str dps ---------- Phys.pwr +9 (+1 eff.) Dmg.mod +14% lightning Longbows are used to shoot arrows at your foes. |
mighty elven-wood longbow4.0 T4 longbow 2H weapon [Ego] Master Acc+ +0.2% crit / acc Atk.spd 125% Range +9 While equipped: Stats +3 Str dps ---------- Phys.pwr +12 (+1 eff.) 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 (+1 eff.) Longbows are used to shoot arrows at your foes. |
steady ash longbow of lightning4.0 T2 longbow 2H weapon [Ego] Arcane/Master Acc+ +0.2% crit / acc Atk.spd 125% Range +7 Ranged+ +9 lightning While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +12% lightning Acc +9 (+1 eff.) Longbows are used to shoot arrows at your foes. |
swiftstrike yew longbow of nature4.0 T3 longbow 2H weapon [Ego++] Nature/Master Acc+ +0.2% crit / acc Atk.spd 143% Range +8 Proj.spd +200% Ranged+ +21 nature While equipped: dps ---------- Res.pen +8% nature ----- def ----- Resists +6% all Longbows are used to shoot arrows at your foes. |
yew longbow4.0 T3 longbow 2H weapon [Normal] Acc+ +0.2% crit / acc Atk.spd 125% Range +8 Longbows are used to shoot arrows at your foes. |
Blade of Distorted Time (40-56 power, 10 apr)3.0 T4 longsword 1H weapon [Unique] Arcane Power 40.0 - 56.0 Physical Uses 20% Mag, 90% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +10 Crit +8.0% Atk.spd 100% Dmg.conv 20% temporal On Hit: * inflicts bonus temporal damage and slows target While equipped: dps ---------- Dmg.mod +12% temporal +10% physical Rethread: Level 2.0 Pwr.cost 6 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Rethread the timeline, dealing 501.96 temporal damage to the target before moving on to a second target. Rethread can hit up to 3 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. The remnants of a damaged timeline, this blade shifts and fades at random. |
Sword of Potential Futures (28-39.2 power, 10 apr)3.0 T3 longsword 1H weapon [Unique] Arcane In the past there was a dagger with it. Power 28.0 - 39.2 Physical Uses 20% Mag, 80% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) Dmg.mod +5% temporal ----- def ----- Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
Xassra (35.5-49.7 power, 5 apr)3.0 T4 longsword 1H weapon [Random Unique] Arcane/Master Power 35.5 - 49.7 Acid Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +13 acid On Hit: * 12% chance to inflict 15% damage reduction * 20% chance to curse the target On Crit: * splashes the target with acid While equipped: Stats +3 Str +4 Dex dps ---------- Dmg.mod +3% acid Res.pen +13% physical Acc +7 (+1 eff.) Apr +8 Melee Ret 16 acid ----- def ----- Resists +6% acid ---------- misc See.Invis +3 Sharp, long, and deadly. |
acidic dwarven-steel longsword of vileness (21-29.4 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Arcane Power 21.0 - 29.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +8 acid +5 blight On Hit: * 8% chance to disease On Crit: * splashes the target with acid Sharp, long, and deadly. |
arcing iron longsword of massacre (17-23.8 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane/Master Power 17.0 - 23.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Melee+ +6 lightning On Hit: * 25% chance for lightning to arc to a second target Sharp, long, and deadly. |
balanced steel longsword of massacre (23-32.2 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Master Power 23.0 - 32.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+1 eff.) ----- def ----- Defense +7 (+1 eff.) Disarm- +20% Sharp, long, and deadly. |
dwarven-steel longsword of massacre (29.5-41.3 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Master Power 29.5 - 41.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Sharp, long, and deadly. |
flaming dwarven-steel longsword of daylight (22.5-31.5 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Arcane Power 22.5 - 31.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +8 light Against +6% Undead On Hit.r1 +5 fire Sharp, long, and deadly. |
flaming iron longsword of daylight (12-16.8 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Melee+ +5 light Against +5% Undead On Hit.r1 +6 fire Sharp, long, and deadly. |
hateful steel longsword (15.5-21.7 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Psionic Power 15.5 - 21.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 darkness Against +7% Living Sharp, long, and deadly. |
insidious steel longsword of purging (15-21 power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Nature/Disrupt Power 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 nature +20 insidious poison On Hit: * 25% chance to remove a magical effect Sharp, long, and deadly. |
iron longsword of massacre (16.5-23.1 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Master Power 16.5 - 23.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
iron longsword of massacre (16-22.4 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Master Power 16.0 - 22.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
slime-covered steel longsword of erosion (15-21 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Nature/Disrupt Power 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 temporal +7 nature On Hit: * Slows global speed by 7% Sharp, long, and deadly. |
steel longsword (13-18.2 power, 3 apr)3.0 T2 longsword 1H weapon [Normal] 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% Sharp, long, and deadly. |
steel longsword (18-25.2 power, 3 apr)3.0 T2 longsword 1H weapon [Normal] Power 18.0 - 25.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
steel longsword (15-21 power, 3 apr)3.0 T2 longsword 1H weapon [Normal] Power 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
steel longsword (15-21 power, 3 apr)3.0 T2 longsword 1H weapon [Normal] Power 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
steel longsword of erosion (17.5-24.5 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Nature Power 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 nature +5 temporal Sharp, long, and deadly. |
stralite longsword of shearing (34.5-48.3 power, 5 apr)3.0 T4 longsword 1H weapon [Ego+] Master Power 34.5 - 48.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +9% physical Res.pen +6% physical Apr +11 Sharp, long, and deadly. |
stralite longsword of torment (31-43.4 power, 5 apr)3.0 T4 longsword 1H weapon [Ego+] Psionic Power 31.0 - 43.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% On Hit: * 20% chance to torment the target While equipped: dps ---------- Res.pen +7% mind +9% darkness Sharp, long, and deadly. |
truestriking steel longsword of crippling (16-22.4 power, 3 apr)3.0 T2 longsword 1H weapon [Ego++] Master Power 16.0 - 22.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +6.0% Res.pen +6% physical Acc +6 (+1 eff.) Apr +5 Sharp, long, and deadly. |
voratun longsword of torment (43.5-60.9 power, 6 apr)3.0 T5 longsword 1H weapon [Ego+] Psionic Power 43.5 - 60.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 20% chance to torment the target While equipped: dps ---------- Res.pen +10% mind +7% darkness Sharp, long, and deadly. |
Beodelar (14.5-20.3 power, 3 apr)3.0 T2 mace 1H weapon [Rare] 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% Melee+ +7 lightning On Hit: * 25% chance for lightning to arc to a second target While equipped: dps ---------- Res.pen +25% mind Melee Ret 4 mind On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Resists +12% mind Blunt and deadly. |
arcing dwarven-steel mace (26.5-37.1 power, 4 apr)3.0 T3 mace 1H weapon [Ego] Arcane Power 26.5 - 37.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +5 lightning On Hit: * 25% chance for lightning to arc to a second target Blunt and deadly. |
arcing steel mace of vileness (15-21 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane Power 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +11 blight +6 lightning On Hit: * 6% chance to disease * 25% chance for lightning to arc to a second target Blunt and deadly. |
arcing stralite mace of daylight (35.5-49.7 power, 5 apr)3.0 T4 mace 1H weapon [Ego] Arcane Power 35.5 - 49.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% Melee+ +12 lightning +9 light Against +13% Undead On Hit: * 25% chance for lightning to arc to a second target Blunt and deadly. |
balanced dwarven-steel mace (28.5-39.9 power, 4 apr)3.0 T3 mace 1H weapon [Ego] Master Power 28.5 - 39.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Acc +7 (+1 eff.) ----- def ----- Defense +8 (+1 eff.) Disarm- +28% Blunt and deadly. |
balanced dwarven-steel mace of massacre (34-47.6 power, 4 apr)3.0 T3 mace 1H weapon [Ego] Master Power 34.0 - 47.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Acc +6 (+1 eff.) ----- def ----- Defense +7 (+1 eff.) Disarm- +26% Blunt and deadly. |
balanced steel mace of daylight (15-21 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane/Master Power 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +6 light Against +7% Undead While equipped: dps ---------- Acc +6 (+1 eff.) ----- def ----- Defense +5 (+1 eff.) Disarm- +20% Blunt and deadly. |
balanced stralite mace of paradox (39-54.6 power, 5 apr)3.0 T4 mace 1H weapon [Ego] Arcane/Master Power 39.0 - 54.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% Melee+ +9 temporal While equipped: dps ---------- Acc +10 (+1 eff.) Melee Ret 14 temporal ----- def ----- Defense +5 (+1 eff.) Resists +13% temporal Disarm- +32% Blunt and deadly. |
dwarven-steel mace (27.5-38.5 power, 4 apr)3.0 T3 mace 1H weapon [Normal] Power 27.5 - 38.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Blunt and deadly. |
dwarven-steel mace of massacre (31-43.4 power, 4 apr)3.0 T3 mace 1H weapon [Ego] Master Power 31.0 - 43.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Blunt and deadly. |
dwarven-steel mace of vileness (26-36.4 power, 4 apr)3.0 T3 mace 1H weapon [Ego] Arcane Power 26.0 - 36.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +18 blight On Hit: * 5% chance to disease Blunt and deadly. |
glacial voratun mace of rage (44-61.6 power, 6 apr)3.0 T5 mace 1H weapon [Ego++] Nature/Master Power 44.0 - 61.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% On Crit.r2 +26 ice While equipped: Stats +3 Str dps ---------- Dmg.mod +8% physical Res.pen +10% cold Acc +9 (+1 eff.) ----- def ----- Armour +8 ---------- misc Stam/ret +1.40 Blunt and deadly. |
hateful steel mace (14-19.6 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Psionic Power 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +5 darkness Against +5% Living Blunt and deadly. |
inquisitor's stralite mace (38-53.2 power, 5 apr)3.0 T4 mace 1H weapon [Ego+] Disrupt Power 38.0 - 53.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 18 arcane resource burn On Crit: * burns latent spell energy Blunt and deadly. |
insidious steel mace (14-19.6 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Nature Power 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +25 insidious poison Blunt and deadly. |
slime-covered iron mace of erosion (13-18.2 power, 2 apr)3.0 T1 mace 1H weapon [Ego] Nature/Disrupt Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% Melee+ +6 temporal +5 nature On Hit: * Slows global speed by 5% Blunt and deadly. |
steel mace of daylight (16-22.4 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane Power 16.0 - 22.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +6 light Against +11% Undead Blunt and deadly. |
steel mace of phasing (14.5-20.3 power, 8 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 +8 Crit +1.0% Atk.spd 100% Phasing +14% Blunt and deadly. |
warbringer's dwarven-steel mace (29.5-41.3 power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Master Power 29.5 - 41.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.pwr +8 (+1 eff.) Res.pen +10% physical ----- def ----- Disarm- +13% Blunt and deadly. |
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 (+2 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 788.73 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. |
creative thorny mindstar of frost (8.5-9.35 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic This natural frost should be returned to the wyrm. Power 8.5 - 9.4 Nature Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +3% Crit.mult +7.00% Mind.pwr +6 (+1 eff.) Dmg.mod +7% cold Res.pen +4% cold Melee Ret 8 ice ----- def ----- Armour +7 Resists +6% cold 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 (4-4.4 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 4.0 - 4.4 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 +11.00% Mind.pwr +4 (+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. |
dreamer's living mindstar (15.5-17.05 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic This psionic mindstar dreams of an epiphany. Power 15.5 - 17.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+1 eff.) ----- def ----- Resists +12% mind Mind.save +7 (+1 eff.) ---------- misc Max.psi +13.00 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. |
dreamer's vined mindstar of frost (4.5-4.95 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego++] Nature/Psionic This psionic mindstar dreams of an epiphany. This natural frost should be returned to the wyrm. 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 +8% cold Res.pen +6% cold Melee Ret 4 ice ----- def ----- Armour +5 Resists +7% mind +4% cold Mind.save +3 (+1 eff.) ---------- misc Max.psi +10.00 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. |
gifted mossy mindstar of life (2.5-2.75 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature 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 +5 (+1 eff.) ----- def ----- Max.HP +13.00 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. |
hateful thorny mindstar (9-9.9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic This psionic mindstar hates not to be wrathful. Power 9.0 - 9.9 Nature 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 +6 (+1 eff.) Dmg.mod +9% mind +5% darkness Res.pen +7% mind +7% 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 thorny mindstar of venom (8-8.8 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic This natural venom should be returned to the wyrm. Power 8.0 - 8.8 Nature 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 +6 (+1 eff.) Dmg.mod +11% acid +5% mind +3% darkness Res.pen +7% acid Melee Ret 7 acid 4 mind 6 darkness ----- def ----- Resists +7% acid HP.reg +0.80 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 resolve (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: Stats +4 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +4% mind +3% darkness Melee Ret 3 mind 2 darkness ----- def ----- Phys.save +3 (+0 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. |
manaburning thorny mindstar (7.5-8.25 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Disrupt Power 7.5 - 8.3 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit: * 10 arcane resource burn While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) ----- def ----- Resists +5% arcane 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 (3-3.3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 3.0 - 3.3 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 (+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. |
mossy mindstar (2.5-2.75 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Normal] Nature 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 (+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. |
nature's thorny mindstar of resolve (8.5-9.35 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic 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: Stats +4 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Dmg.mod +4% nature ----- def ----- Resists +4% blight Phys.save +6 (+1 eff.) Disease- +12% 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 pulsing mindstar of persecution (13.5-14.85 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego++] Nature/Disrupt/Psionic This parasitic mindstar will draw strength from other psionic mindstars. Power 13.5 - 14.9 Mind Uses 45% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Against +13% Unnatural On Hit: * disrupts spell-casting While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) ----- def ----- HP.leech%% +12% HP.leech +9% ---------- misc Hate/m.crit +3.00 Max.hate +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. |
projecting vined mindstar of venom (4.5-4.95 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego++] Nature/Psionic This mindstar projects psionic energy if enough is absorbed. This natural venom 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: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +5% lightning +9% fire +9% acid +7% cold Res.pen +5% acid Melee Ret 7 acid ----- def ----- Resists +6% acid HP.reg +0.50 ---------- misc Masteries +0.10 Psionic/Focus +0.10 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
pulsing mindstar (12.5-13.75 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Normal] Nature Power 12.5 - 13.8 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 flames (13-14.3 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego+] Nature This natural fire should be returned to the wyrm. Power 13.0 - 14.3 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.) All.spd +2% Dmg.mod +8% fire Res.pen +8% fire Melee Ret 5 fire ----- def ----- Resists +8% fire 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 (9-9.9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Normal] Nature Power 9.0 - 9.9 Nature 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 +6 (+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. |
thorny mindstar (8.5-9.35 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Normal] Nature Power 8.5 - 9.4 Nature 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 +6 (+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. |
vined mindstar (4-4.4 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Normal] Nature Power 4.0 - 4.4 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.) 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 the jelly (6-6.6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 6.0 - 6.6 Mind 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 +3% acid ---------- misc Equi/ret +0.50 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. |
cured leather sling4.0 T2 sling 1H weapon [Normal] Acc+ +0.1% dam / acc Atk.spd 125% Range +7 Slings are used to hurl stones or metal shots at your foes. |
cured leather sling4.0 T2 sling 1H weapon [Normal] Acc+ +0.1% dam / acc Atk.spd 125% Range +7 Slings are used to hurl stones or metal shots at your foes. |
cured leather sling of fire4.0 T2 sling 1H weapon [Ego] Arcane Acc+ +0.1% dam / acc Atk.spd 125% Range +7 Ranged+ +5 fire While equipped: dps ---------- Dmg.mod +9% fire Slings are used to hurl stones or metal shots at your foes. |
drakeskin leather sling of nature4.0 T5 sling 1H weapon [Ego+] Nature Acc+ +0.1% dam / acc Atk.spd 125% Range +10 Ranged+ +11 nature While equipped: dps ---------- Res.pen +9% nature ----- def ----- Resists +4% all Slings are used to hurl stones or metal shots at your foes. |
fungal rough leather sling4.0 T1 sling 1H weapon [Ego] Nature Acc+ +0.1% dam / acc Atk.spd 125% Range +6 While equipped: Stats +1 Con ---------- 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. |
mighty hardened leather sling4.0 T3 sling 1H weapon [Ego] Master Acc+ +0.1% dam / acc Atk.spd 125% Range +8 While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+0 eff.) Slings are used to hurl stones or metal shots at your foes. |
mighty hardened leather sling of acid4.0 T3 sling 1H weapon [Ego] Arcane/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +8 Ranged+ +5 acid While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+0 eff.) Dmg.mod +10% acid Slings are used to hurl stones or metal shots at your foes. |
penetrating drakeskin leather sling4.0 T5 sling 1H weapon [Ego+] Arcane Acc+ +0.1% dam / acc Atk.spd 125% Range +10 While equipped: dps ---------- Res.pen +9% physical Phasing +10% Slings are used to hurl stones or metal shots at your foes. |
rough leather sling4.0 T1 sling 1H weapon [Normal] Acc+ +0.1% dam / acc Atk.spd 125% Range +6 Slings are used to hurl stones or metal shots at your foes. |
Islille the Smolderpunish (25-30 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Random Unique] 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% Phasing +40% On Hit.r1 +8 fire While equipped: dps ---------- Spell.crit +11% Spell.pwr +20 (+2 eff.) Dmg.mod +25% fire Melee Ret 8 fire ----- def ----- Resists +12% fire Spell.save +30 (+3 eff.) ---------- misc Talents +1 Command Staff Unleash an elemental blastwave, dealing 800.27 to 960.33 fire damage in a radius 4 around the user Puts all charms on 7 cooldown Staves designed for wielders of magic, by the greats of the art. |
Mimas the elven-wood magestaff (25-30 power, 5 apr, cold element)5.0 T4 staff 1H weapon [Random Unique] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +8 temporal While equipped: Stats +2 Con dps ---------- Phys.crit +7.0% Spell.crit +7% Crit.mult +12.00% Phys.pwr +9 (+1 eff.) Spell.pwr +20 (+2 eff.) Dmg.mod +9% mind +25% cold Acc +10 (+1 eff.) On Hit (Melee): * 11% chance to disease * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +7 Hardiness +5% Phys.save +6 (+1 eff.) Mind.save +20 (+2 eff.) ---------- misc Stam/turn +0.40 Vim/s.crit +4.00 Max.vim +16.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash magestaff (15-18 power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Normal] 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 ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash magestaff (15-18 power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Normal] 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 ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash magestaff 'Boltransom' (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Rare] 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: Stats +4 Cun +1 Mag dps ---------- Phys.crit +5.0% Spell.crit +2% Crit.mult +11.00% Spell.pwr +6 (+1 eff.) Dmg.mod +15% lightning On Hit (Melee): * 30% chance to daze at end of turn ---------- misc Light +2 Infravis +1 Telepathy Humanoid/Orc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash starstaff (15-18 power, 3 apr, light element)5.0 T2 staff 2H weapon [Normal] 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% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash starstaff (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Normal] 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% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff (15-18 power, 3 apr, blight element)5.0 T2 staff 2H weapon [Normal] 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% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff (15-18 power, 3 apr, blight element)5.0 T2 staff 2H weapon [Normal] 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% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff of might (15-18 power, 3 apr, darkness 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% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel ash magestaff of illumination (15-18 power, 3 apr, arcane 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 +6.0% Spell.crit +2% Crit.mult +11.00% Spell.pwr +6 (+1 eff.) Dmg.mod +15% arcane On Hit (Melee): * 6% chance to blind ----- def ----- Defense +6 (+1 eff.) ---------- misc 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 256.35 light damage. Staves designed for wielders of magic, by the greats of the art. |
cruel ash magestaff of might (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon [Ego] Arcane/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 +8% Crit.mult +10.00% Spell.pwr +6 (+1 eff.) Dmg.mod +15% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel ash starstaff of power (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego] Arcane/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 +5.0% Spell.crit +2% Crit.mult +10.00% Spell.pwr +11 (+1 eff.) Dmg.mod +15% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel elm magestaff (10-12 power, 2 apr, cold element)5.0 T1 staff 2H weapon [Ego] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +5.0% Spell.crit +1% Crit.mult +11.00% Spell.pwr +3 (+0 eff.) Dmg.mod +10% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel elm magestaff of fate (10-12 power, 2 apr, arcane element)5.0 T1 staff 2H weapon [Ego] Arcane/Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +4% Crit.mult +10.00% Spell.pwr +3 (+0 eff.) Dmg.mod +10% arcane ----- def ----- Phys.save +5 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel elven-wood magestaff (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon [Ego] 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 +10.00% 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. |
cruel elven-wood vilestaff of might (25-30 power, 5 apr, blight 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 +7.0% Spell.crit +13% Crit.mult +13.00% Spell.pwr +12 (+1 eff.) Dmg.mod +25% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel yew starstaff of might (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon [Ego] Arcane/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 +10% Crit.mult +12.00% Spell.pwr +9 (+1 eff.) Dmg.mod +20% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff of channeling (30-36 power, 6 apr, blight 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 +5% Spell.pwr +27 (+3 eff.) Dmg.mod +30% blight ---------- misc Mana/turn +0.21 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. |
dragonbone vilestaff of greater warding (30-36 power, 6 apr, blight 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 +5% Spell.pwr +15 (+2 eff.) Dmg.mod +30% blight ----- def ----- Armour +9 Defense +8 (+1 eff.) ---------- misc Wards +3 blight Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen 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 +9% Spell.pwr +6 (+1 eff.) Dmg.mod +15% blight ----- def ----- Armour +3 Hardiness +3% Phys.save +2 (+0 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen dragonbone starstaff of warding (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 +5% Spell.pwr +15 (+2 eff.) Dmg.mod +30% darkness ----- def ----- Armour +13 Hardiness +5% Defense +5 (+1 eff.) Phys.save +6 (+1 eff.) ---------- misc Wards +2 darkness Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen elm magestaff of illumination (10-12 power, 2 apr, fire element)5.0 T1 staff 2H weapon [Ego] Arcane/Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+0 eff.) Dmg.mod +10% fire On Hit (Melee): * 6% chance to blind ----- def ----- Armour +3 Hardiness +3% Defense +6 (+1 eff.) Phys.save +2 (+0 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 190.35 light damage. Staves designed for wielders of magic, by the greats of the art. |
earthen yew vilestaff (20-24 power, 4 apr, blight 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% blight ----- def ----- Armour +8 Hardiness +2% Phys.save +4 (+0 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen yew vilestaff of might (20-24 power, 4 apr, blight 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 +13% Spell.pwr +9 (+1 eff.) Dmg.mod +20% blight ----- def ----- Armour +4 Hardiness +4% Phys.save +5 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff (10-12 power, 2 apr, blight element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+0 eff.) Dmg.mod +10% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff of illumination (10-12 power, 2 apr, fire element)5.0 T1 staff 2H weapon [Ego] Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+0 eff.) Dmg.mod +10% fire On Hit (Melee): * 6% chance to blind ----- def ----- Defense +5 (+1 eff.) ---------- misc 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 256.35 light damage. Staves designed for wielders of magic, by the greats of the art. |
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% Spell.pwr +12 (+1 eff.) Dmg.mod +25% darkness ----- def ----- Armour +7 Defense +7 (+1 eff.) ---------- misc Wards +3 darkness Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater elm magestaff of wizardry (10-12 power, 2 apr, fire element)5.0 T1 staff 2H weapon [Ego++] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +1 Mag +1 Wil dps ---------- Spell.crit +1% Spell.pwr +8 (+1 eff.) Dmg.mod +10% lightning +10% cold +10% arcane +10% fire ---------- misc Max.mana +14.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater elven-wood vilestaff (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% Spell.pwr +17 (+2 eff.) Dmg.mod +25% blight +25% fire +25% darkness +25% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal 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% Crit.mult +23.00% Spell.pwr +16 (+2 eff.) Melee+ 22 fire Dmg.mod +25% darkness ----- def ----- Phys.save +9 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) ---------- misc See.Invis +13 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magelord's yew starstaff of fate (20-24 power, 4 apr, light 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 +7% Spell.pwr +15 (+2 eff.) Melee+ 21 arcane Dmg.mod +20% light ----- def ----- Phys.save +7 (+1 eff.) Spell.save +7 (+1 eff.) Mind.save +5 (+1 eff.) ---------- misc Max.mana +23.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash magestaff of might (18-21.6 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego] Arcane Power 18.0 - 21.6 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 +8 (+1 eff.) Dmg.mod +18% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash vilestaff of might (20-24 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego] Arcane Power 20.0 - 24.0 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 +7% Spell.pwr +8 (+1 eff.) Dmg.mod +20% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent elm vilestaff of might (12-14.4 power, 2 apr, blight element)5.0 T1 staff 2H weapon [Ego] Arcane Power 12.0 - 14.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +5 (+1 eff.) Dmg.mod +12% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent yew vilestaff of might (24-28.8 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Ego] Arcane Power 24.0 - 28.8 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 +11% Spell.pwr +12 (+1 eff.) Dmg.mod +24% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent yew vilestaff of projection (23-27.6 power, 4 apr, acid 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 +5% Spell.pwr +14 (+1 eff.) Dmg.mod +23% acid ---------- misc Talents +1 Command Staff Project a bolt elemental energy from the staff (to range 8) dealing 779.46 to 935.36 acid damage Puts all charms on 4 cooldown Staves designed for wielders of magic, by the greats of the art. |
shimmering ash magestaff of might (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 +9% Spell.pwr +6 (+1 eff.) Dmg.mod +15% fire ---------- misc Mana/turn +0.10 Max.mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering ash magestaff of projection (15-18 power, 3 apr, cold 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 +4% Spell.pwr +9 (+1 eff.) Dmg.mod +15% cold ---------- misc Mana/turn +0.14 Max.mana +35.00 Talents +1 Command Staff Project a bolt elemental energy from the staff (to range 7) dealing 685.69 to 822.82 cold damage Puts all charms on 4 cooldown Staves designed for wielders of magic, by the greats of the art. |
shimmering elven-wood starstaff of 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% Spell.pwr +12 (+1 eff.) Dmg.mod +25% darkness ----- def ----- Armour +5 Defense +5 (+1 eff.) ---------- misc Mana/turn +0.14 Max.mana +46.00 Wards +2 darkness Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
short elm magestaff (10-12 power, 2 apr, cold element)5.0 T1 staff 1H weapon [Ego] 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 ---------- Spell.crit +1% Spell.pwr +3 (+0 eff.) Dmg.mod +10% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging yew magestaff (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% Spell.pwr +9 (+1 eff.) S.pwr/crit +2 Dmg.mod +20% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging yew starstaff (20-24 power, 4 apr, light 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.) S.pwr/crit +3 Dmg.mod +20% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging yew starstaff (20-24 power, 4 apr, light 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.) S.pwr/crit +4 Dmg.mod +20% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff (20-24 power, 4 apr, arcane element)5.0 T3 staff 2H weapon [Normal] 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% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff (20-24 power, 4 apr, temporal element)5.0 T3 staff 2H weapon [Normal] 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% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff 'Eclipseflash' (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Rare] 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% On Hit: * 20% chance to inflict 15% damage reduction While equipped: dps ---------- Spell.crit +3% Mind.crit +6% Crit.mult +5.00% Spell.pwr +9 (+1 eff.) Dmg.mod +20% darkness Res.pen +15% darkness On Hit (Melee): * 10% chance to blind ----- def ----- Defense +6 (+1 eff.) Resists +3% darkness ---------- misc 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 256.35 light damage. Staves designed for wielders of magic, by the greats of the art. |
yew starstaff of wizardry (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: Stats +2 Mag +1 Wil dps ---------- Spell.crit +3% Spell.pwr +14 (+1 eff.) Dmg.mod +20% darkness ---------- misc Max.mana +32.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Normal] 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% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
truestriking orite trident (43-68.8 power, 13 apr)3.0 T4 trident 2H weapon [Ego+] Master Power 43.0 - 68.8 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +13 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +13% physical Acc +13 (+1 eff.) Apr +13 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
acidic dwarven-steel waraxe of massacre (27.5-38.5 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Arcane/Master Power 27.5 - 38.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +9 acid On Crit: * splashes the target with acid One-handed war axes. |
acidic steel waraxe of massacre (18-25.2 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane/Master Power 18.0 - 25.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +5 acid On Crit: * splashes the target with acid One-handed war axes. |
arcing dwarven-steel waraxe of crippling (20-28 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Arcane/Master Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 lightning On Hit: * 25% chance for lightning to arc to a second target On Crit: * cripple the target While equipped: dps ---------- Phys.crit +7.0% One-handed war axes. |
arcing steel waraxe of massacre (18-25.2 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane/Master Power 18.0 - 25.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 lightning On Hit: * 25% chance for lightning to arc to a second target One-handed war axes. |
chilling stralite waraxe of paradox (31.5-44.1 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego] Arcane Power 31.5 - 44.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +5 cold +11 temporal While equipped: dps ---------- Melee Ret 8 temporal ----- def ----- Resists +6% temporal One-handed war axes. |
dwarven-steel waraxe (21-29.4 power, 4 apr)3.0 T3 waraxe 1H weapon [Normal] Power 21.0 - 29.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
flaming steel waraxe of vileness (12-16.8 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +5 blight On Hit.r1 +8 fire On Hit: * 7% chance to disease One-handed war axes. |
hateful dwarven-steel waraxe of phasing (20.5-28.7 power, 11 apr)3.0 T3 waraxe 1H weapon [Ego] Arcane/Psionic Power 20.5 - 28.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +11 Crit +4.5% Atk.spd 100% Phasing +18% Melee+ +8 darkness Against +5% Living One-handed war axes. |
iron waraxe of massacre (16.5-23.1 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Master Power 16.5 - 23.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. |
plaguebringer's stralite waraxe (32-44.8 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Arcane Power 32.0 - 44.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +9 blight On Hit: 10% Epidemic 4 On Hit: * 10% chance to disease While equipped: ----- def ----- Disease- +17% One-handed war axes. |
slime-covered dwarven-steel waraxe of dampening (22-30.8 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Disrupt Power 22.0 - 30.8 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 5% While equipped: ----- def ----- Resists +9% acid +8% fire +7% lightning +12% cold Spell.save +6 (+1 eff.) One-handed war axes. |
slime-covered steel waraxe (14-19.6 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Disrupt Power 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% On Hit: * Slows global speed by 6% One-handed war axes. |
steel waraxe (15.5-21.7 power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 15.5 - 21.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
steel waraxe (10.5-14.7 power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 10.5 - 14.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
steel waraxe of crippling (14-19.6 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Master Power 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +7.0% One-handed war axes. |
steel waraxe of crippling (12-16.8 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Master Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +7.0% One-handed war axes. |
thunderous stralite waraxe of purging (31-43.4 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego++] Nature/Disrupt Power 31.0 - 43.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +9 nature On Hit: * 5% chance to daze at end of turn * 25% chance to remove a magical effect While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con dps ---------- Res.pen +7% lightning One-handed war axes. |
Stormlash (17-18.7 power, 7 apr)3.0 T1 whip 1H weapon [Unique] Arcane Power 17.0 - 18.7 Physical Uses 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+1 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 379.16 to 1137.48 lightning damage (based on Magic and Dexterity). Uses 7 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
grounding hardened leather belt1.0 T3 belt armor [Ego] Nature While equipped: ----- def ----- Resists +7% lightning +5% temporal A belt that goes around your waist. |
grounding hardened leather belt of resilience1.0 T3 belt armor [Ego] Nature While equipped: ----- def ----- Resists +5% lightning +8% temporal Max.HP +45.00 A belt that goes around your waist. |
hardened leather belt1.0 T3 belt armor [Normal] A belt that goes around your waist. |
hardened leather belt1.0 T3 belt armor [Normal] A belt that goes around your waist. |
hardened leather belt1.0 T3 belt armor [Normal] A belt that goes around your waist. |
hardened leather belt of burglary1.0 T3 belt armor [Ego+] Master While equipped: Stats +4 Dex +5 Cun +6 Lck ----- def ----- Stealth +8 ---------- misc T.Disarm +8 Infravis +4 A belt that goes around your waist. |
hardened leather belt of the mystic1.0 T3 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +3 (+0 eff.) ----- def ----- Mind.save +5 (+1 eff.) A belt that goes around your waist. |
hardened leather belt of the vagrant1.0 T3 belt armor [Ego+] Nature While equipped: Stats +3 Con dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +5 (+1 eff.) A belt that goes around your waist. |
nightruned hardened leather belt of resilience1.0 T3 belt armor [Ego] Arcane/Nature While equipped: ----- def ----- Resists +7% light +7% darkness Max.HP +36.00 A belt that goes around your waist. |
reinforced drakeskin leather belt1.0 T5 belt armor [Ego+] Master While equipped: ----- def ----- Armour +8 Defense +9 (+1 eff.) Phys.save +13 (+1 eff.) A belt that goes around your waist. |
rough leather belt1.0 T1 belt armor [Normal] A belt that goes around your waist. |
rough leather belt1.0 T1 belt armor [Normal] A belt that goes around your waist. |
rough leather belt1.0 T1 belt armor [Normal] A belt that goes around your waist. |
Adyriamina the cashmere cloak (5 def, 13 armour)2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +13 Defense +5 (+1 eff.) Rng.Def +3 (+1 eff.) Resists +6% acid +14% cold +3% light Max.HP +38.00 Disease- +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Brightvengeance (3 def, 0 armour)2.0 T5 cloak armor [Rare] Master While equipped: Stats +4 Str +3 Con dps ---------- Dmg.mod +9% blight Melee Ret 20 fire ----- def ----- Defense +3 (+1 eff.) Resists +9% blight +15% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frozen Shroud (12 def, 0 armour)2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +7 Mag dps ---------- Melee Ret 60 ice ----- def ----- Defense +12 (+2 eff.) Resists +25% cold -15% fire +8% all Release a radius 4 chilling blast, instantly dealing 3150.00 cold damage and condensing the air into freezing vapors that deal 1050.00 cold damage (based on Magic) each turn for 10 turns. Uses 19 power out of 30/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Wind's Whisper (4 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex ----- def ----- Defense +4 (+1 eff.) Proj.evade +25% Proj.slow +20% Silence- +30% Evasion: (Instant) Level 2.0 Pwr.cost 32 out of 50/50. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 48% chance to evade melee and ranged attacks and 159 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
elven-silk cloak of the hunter (3 def, 0 armour)2.0 T5 cloak armor [Ego+] Nature While equipped: dps ---------- Acc +28 (+2 eff.) ----- def ----- Defense +3 (+1 eff.) Fatigue -6% Max.HP +91.00 ---------- misc Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of the Shaloren (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane While equipped: Stats +1 Mag +1 Wil ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master/Psionic While equipped: Stats +1 Str +2 Wil +1 Con ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+1 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 (+1 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of the Shaloren (2 def, 7 armour)2.0 T3 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +1 Wil ----- def ----- Armour +7 Defense +2 (+1 eff.) Resists +14% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Tempestviper the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +5 Str +11 Mag +10 Wil +1 Cun +6 Con dps ---------- Dmg.mod +15% lightning +8% physical +9% nature +7% cold ----- def ----- Fatigue -6% Resists +7% lightning +8% cold Crit.dmg- 15.00% Poison- +27% Disease- +28% ---------- misc Mana/turn +0.13 Psi/turn +0.17 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe (2 def, 0 armour)2.0 T3 cloth armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe of alchemy (2 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +7% acid +10% physical +6% fire +8% cold ----- def ----- Defense +2 (+1 eff.) Resists +12% acid +15% physical +12% fire +12% cold ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's cashmere robe (2 def, 0 armour)2.0 T3 cloth armor [Ego+] Psionic While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +10% mind +14% darkness Phys.save +10 (+1 eff.) Spell.save +10 (+1 eff.) Mind.save +23 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing silk robe of nature (+27%) (3 def, 0 armour)2.0 T4 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +6 Wil dps ---------- Dmg.mod +18% nature ----- def ----- Defense +3 (+1 eff.) Resists +27% nature ---------- misc Mana/turn +0.17 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe of frost (+16%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +11% cold ----- def ----- Resists +16% cold ---------- misc Mana/turn +0.12 Psi/turn +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of fire (+15%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% fire ----- def ----- Resists +15% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of time (+10%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% temporal ----- def ----- Resists +10% temporal A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) ----- def ----- Mind.save +17 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of light (+19%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +13% light ----- def ----- Resists +19% light Mind.save +16 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering woollen robe of darkness (+18%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +12% darkness +11% arcane ----- def ----- Resists +18% darkness ---------- misc Max.mana +29.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe of life (3 def, 0 armour)2.0 T4 cloth armor [Ego+] Nature While equipped: ----- def ----- Defense +3 (+1 eff.) Resists +15% blight Max.HP +68.00 HP.reg +5.10 Heal.mod +16% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy cashmere robe of nature (+16%) (2 def, 0 armour)2.0 T3 cloth armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +11% nature On Melee Ret: * Slows global speed by 4% * 5 arcane resource burn ----- def ----- Defense +2 (+1 eff.) Resists +16% nature A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy woollen robe of corrosion (+16%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +11% acid On Melee Ret: * Slows global speed by 5% * 4 arcane resource burn ----- def ----- Resists +16% acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy woollen robe of frost (+15%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +10% cold On Melee Ret: * Slows global speed by 5% * 4 arcane resource burn ----- def ----- Resists +15% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven cashmere robe of light (+18%) (2 def, 0 armour)2.0 T3 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +3 (+0 eff.) Dmg.mod +12% light ----- def ----- Defense +2 (+1 eff.) Resists +18% light Spell.save +19 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven woollen robe of the mind (+13%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Spell.crit +2% Spell.pwr +3 (+0 eff.) Dmg.mod +13% mind ----- def ----- Resists +13% mind Spell.save +15 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven silk robe of life (3 def, 0 armour)2.0 T4 cloth armor [Ego++] Nature While equipped: Stats +5 Str +5 Mag +7 Wil dps ---------- Dmg.mod +9% lightning +9% physical +11% cold ----- def ----- Defense +3 (+1 eff.) Resists +11% lightning +7% cold +8% blight Max.HP +72.00 HP.reg +3.60 Heal.mod +17% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe (2 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +8% nature ----- def ----- Defense +2 (+1 eff.) Poison- +20% Disease- +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant silk robe of lightning (+19%) (3 def, 0 armour)2.0 T4 cloth armor [Ego+] Nature While equipped: Stats +8 Con dps ---------- Dmg.mod +10% nature +13% lightning ----- def ----- Defense +3 (+1 eff.) Resists +19% lightning Poison- +32% Disease- +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Normal] A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Normal] A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of darkness (+18%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +12% darkness ----- def ----- Resists +18% darkness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of light (+16%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% light ----- def ----- Resists +16% light A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Flashsweep the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% lightning +3% fire Melee Ret 4 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +3 Fatigue +3% Resists +12% lightning ---------- misc Stam/turn +0.50 Max.stam +19.00 A pair of boots made of leather. |
Lustrewire (3 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Dex +2 Mag +3 Cun +5 Con dps ---------- Dmg.mod +12% light Res.pen +25% light ----- def ----- Armour +3 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Fatigue +3% A pair of boots made of leather. |
blood-soaked pair of dwarven-steel boots of uncanny dodging (3 def, 4 armour)3.0 T3 feet armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +4 (+0 eff.) Apr +3 ----- def ----- Armour +4 Defense +3 (+1 eff.) Rng.Def +4 (+1 eff.) Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% A pair of boots made of leather. |
pair of hardened leather boots of speed (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane While equipped: dps ---------- Mov.spd +20% ----- def ----- Armour +3 Fatigue +3% A pair of boots made of leather. |
pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A pair of boots made of leather. |
restorative pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego+] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% HP.reg +2.70 Heal.mod +10% A pair of boots made of leather. |
traveler's pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -2% Phys.save +6 (+1 eff.) ---------- misc Max.enc +21 Stam/turn +0.30 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Throw Boulder: Level 2.0 Pwr.cost 4 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 517.47 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
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 1744.22 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. |
blighted iron gauntlets of dexterity (+3) (0 def, 1 armour)1.5 T1 hands armor [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Melee+ 6 blight Dmg.mod +4% blight Acc +11 (+1 eff.) ----- def ----- Armour +1 Resists +6% blight Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets (0 def, 2 armour)1.5 T3 hands armor [Normal] While equipped: ----- def ----- Armour +2 Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets (0 def, 2 armour)1.5 T3 hands armor [Normal] While equipped: ----- def ----- Armour +2 Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets (0 def, 2 armour)1.5 T3 hands armor [Normal] While equipped: ----- def ----- Armour +2 Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves (0 def, 2 armour)1.0 T3 hands armor [Normal] While equipped: ----- def ----- Armour +2 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves (0 def, 2 armour)1.0 T3 hands armor [Normal] While equipped: ----- def ----- Armour +2 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets of dexterity (+3) (0 def, 1 armour)1.5 T1 hands armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +10 (+1 eff.) ----- def ----- Armour +1 Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets of the starseeker (0 def, 1 armour)1.5 T1 hands armor [Ego+] Arcane While equipped: Stats +1 Cun +1 Mag ----- def ----- Armour +1 Resists +6% light +5% darkness ---------- misc Infravis +1 Starfall: Puts all charms on 13 cooldown Level 1.0 Pwr.cost 13 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 179.37 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
polar dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 T3 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +10 (+1 eff.) Melee+ 7 cold Dmg.mod +3% cold ----- def ----- Armour +2 Resists +6% cold Metal gloves protecting the hands up to the middle of the lower arm. |
psychic's dwarven-steel gauntlets (0 def, 2 armour)1.5 T3 hands armor [Ego] Psionic While equipped: dps ---------- Melee+ 7 mind Dmg.mod +4% mind ----- def ----- Armour +2 Resists +6% mind Metal gloves protecting the hands up to the middle of the lower arm. |
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 +4 (+0 eff.) Apr +6 ----- def ----- Armour +1 Resists +6% blight Spell.save +9 (+1 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
scouring hardened leather gloves (0 def, 2 armour)1.0 T3 hands armor [Ego+] Disrupt While equipped: dps ---------- On Melee Ret: * 22% chance to reduce effective powers by 20% * 18 arcane resource burn ----- def ----- Armour +2 Spell.save +12 (+2 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
temporal hardened leather gloves of magic (+3) (0 def, 2 armour)1.0 T3 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 9 temporal Ranged+ 7 temporal Dmg.mod +6% arcane +6% temporal ----- def ----- Armour +2 Resists +8% temporal Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aletta's Diadem (0 def, 0 armour)2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+2 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 3.0 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 368.60 mind damage and cripples the target's higher mental functions, reducing cunning by 45 and confusing (43% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light +10% lightning ----- def ----- Resists +10% light +10% lightning Call Lightning: Level 1.0 Pwr.cost 13 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 177.08 to 531.23 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
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 (+2 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. |
aegis cashmere wizard hat of madness (2 def, 0 armour)2.0 T3 head armor [Ego++] Arcane/Psionic While equipped: Stats +3 Cun +1 Wil dps ---------- Mind.crit +5% ----- def ----- Defense +2 (+1 eff.) Shield.pwr +6% Mind.save +17 (+2 eff.) HP.reg +2.20 Confus- -20% Fear- -20% Hateful Whisper: Puts all charms on 10 cooldown Level 3.0 Pwr.cost 10 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 615 mind damage and feed you 3 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 26% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
bladed hardened leather cap of precognition (4 def, 3 armour)2.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +5 Cun +2 Str dps ---------- Acc +6 (+1 eff.) Melee Ret 8 physical On Melee Ret: * 14% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +3% Skullcracker: Puts all charms on 13 cooldown Level 3.0 Pwr.cost 13 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 646.2 Physical damage. If the attack hits, the target is confused (49% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
catburglar's dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor [Ego+] Master While equipped: Stats +4 Dex ----- def ----- Armour +4 Fatigue +4% Resists +14% darkness ---------- misc Infravis +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
champion's drakeskin leather cap of constitution (+3) (0 def, 5 armour)2.0 T5 head armor [Ego+] Master While equipped: Stats +3 Str +3 Wil +4 Con ----- def ----- Armour +5 Fatigue +5% Mind.save +8 (+1 eff.) ---------- misc Light +1 A cap made of leather. |
cleansing rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego] Disrupt While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +5% nature +7% blight A cap made of leather. |
dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
eldritch cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Defense +2 (+1 eff.) ---------- misc Mana/turn +0.70 Mana/ret +0.90 Max.mana +40.00 Manaflow: Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 33 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
fearwoven cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Ego+] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Dmg.mod +7% darkness +6% physical ----- def ----- Defense +2 (+1 eff.) Resists +5% darkness +5% physical ---------- misc Max.hate +6.00 A pointy cloth hat, very wizardly... |
hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
hardened leather cap 'Scorchkill' (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% acid Melee Ret 8 acid ----- def ----- Armour +3 Fatigue +3% Resists +15% acid +27% fire +5% cold ---------- misc Breathe water A cap made of leather. |
hardened leather cap of constitution (+4) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +4 Con ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
insulating linen wizard hat of nature (+6%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Defense +1 (+1 eff.) Resists +6% cold +16% nature +6% fire A pointy cloth hat, very wizardly... |
insulating rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +6% cold A cap made of leather. |
iron helm of dexterity (+2) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
linen wizard hat of the sentry (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: ----- def ----- Defense +1 (+1 eff.) ---------- misc Infravis +4 See.Stealth +8 See.Invis +6 Circle of Warding: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 174%, and attempts to push all creatures other than yourself out of its radius, inflicting 34.76 light damage and 34.76 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
mindwoven cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Ego] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) ----- def ----- Defense +2 (+1 eff.) ---------- misc Psi/turn +0.18 A pointy cloth hat, very wizardly... |
mindwoven cashmere wizard hat of darkness (+18%) (2 def, 0 armour)2.0 T3 head armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) Dmg.mod +12% darkness ----- def ----- Defense +2 (+1 eff.) Resists +18% darkness ---------- misc Psi/turn +0.18 A pointy cloth hat, very wizardly... |
mindwoven cashmere wizard hat of nature (+16%) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +11% nature ----- def ----- Defense +2 (+1 eff.) Resists +16% nature ---------- misc Psi/turn +0.18 A pointy cloth hat, very wizardly... |
prismatic hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +12% light +13% darkness A cap made of leather. |
shielding elven-silk wizard hat of knowledge (3 def, 0 armour)2.0 T5 head armor [Ego+] Arcane/Psionic While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Defense +3 (+1 eff.) Spell.save +11 (+2 eff.) A pointy cloth hat, very wizardly... |
spellwoven linen wizard hat of the mind (+11%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane/Psionic While equipped: dps ---------- Spell.crit +2% Spell.pwr +3 (+0 eff.) Dmg.mod +11% mind ----- def ----- Defense +1 (+1 eff.) Resists +11% mind ---------- misc Mana/turn +0.12 A pointy cloth hat, very wizardly... |
stabilizing dwarven-steel helm of trickery (0 def, 4 armour)3.0 T3 head armor [Ego+] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Apr +5 ----- def ----- Armour +4 Fatigue +4% Phys.save +10 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing rough leather cap of dexterity (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +1 Fatigue +1% Phys.save +10 (+1 eff.) A cap made of leather. |
thaloren iron helm of trickery (0 def, 3 armour)3.0 T1 head armor [Ego++] Master While equipped: Stats +3 Dex +2 Wil +3 Cun dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +5% Resists +5% blight Mind.save +6 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Chromatic Harness (10 def, 14 armour)14.0 T5 heavy armor [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck ----- def ----- Armour +14 Defense +10 (+2 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% cold +20% fire +20% acid Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Scale Mail of Kroltar (10 def, 18 armour)14.0 T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+2 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 32 out of 80/80. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Spit a cloud of flames, doing 118.32 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
enlightening iron mail armour (2 def, 4 armour)14.0 T1 heavy armor [Ego+] Psionic While equipped: Stats +4 Cun +3 Wil ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Mind.save +11 (+2 eff.) A suit of armour made of mail. |
enlightening steel mail armour of command (8 def, 10 armour)14.0 T2 heavy armor [Ego++] Psionic While equipped: Stats +5 Cun +3 Wil ----- def ----- Armour +10 Defense +8 (+1 eff.) Fatigue +14% Mind.save +24 (+3 eff.) A suit of armour made of mail. |
enlightening stralite mail armour (4 def, 8 armour)14.0 T4 heavy armor [Ego+] Psionic While equipped: Stats +3 Cun +4 Wil ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +16% Mind.save +19 (+2 eff.) A suit of armour made of mail. |
enlightening voratun mail armour of command (14 def, 14 armour)14.0 T5 heavy armor [Ego++] Psionic While equipped: Stats +9 Cun +4 Wil ----- def ----- Armour +14 Defense +14 (+2 eff.) Fatigue +16% Mind.save +33 (+4 eff.) A suit of armour made of mail. |
fortifying voratun mail armour of stability (5 def, 10 armour)14.0 T5 heavy armor [Ego+] Master While equipped: Stats +4 Str +5 Con ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +16% Resists +8% physical Phys.save +18 (+2 eff.) Max.HP +51.00 A suit of armour made of mail. |
impenetrable dwarven-steel mail armour (3 def, 19 armour)14.0 T3 heavy armor [Ego] Master While equipped: ----- def ----- Armour +19 Defense +3 (+1 eff.) Fatigue +16% A suit of armour made of mail. |
impenetrable steel mail armour (2 def, 11 armour)14.0 T2 heavy armor [Ego] Master While equipped: ----- def ----- Armour +11 Defense +2 (+1 eff.) Fatigue +14% A suit of armour made of mail. |
impenetrable steel mail armour of clarity (2 def, 11 armour)14.0 T2 heavy armor [Ego] Master/Psionic While equipped: ----- def ----- Armour +11 Defense +2 (+1 eff.) Fatigue +14% Resists +6% mind Mind.save +12 (+2 eff.) A suit of armour made of mail. |
prismatic iron mail armour (2 def, 4 armour)14.0 T1 heavy armor [Ego] Arcane While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% light +10% darkness A suit of armour made of mail. |
radiant dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor [Ego+] Nature While equipped: Stats +3 Wil dps ---------- Melee Ret 8 light ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +16% Resists +13% blight +13% darkness ---------- misc Light +1 A suit of armour made of mail. |
radiant stralite mail armour of spell shielding (4 def, 8 armour)14.0 T4 heavy armor [Ego+] Arcane/Nature While equipped: Stats +3 Wil dps ---------- Melee Ret 7 light ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +16% Resists +14% blight +14% darkness +7% arcane Spell.save +18 (+2 eff.) ---------- misc Light +1 A suit of armour made of mail. |
searing stralite mail armour of fire resistance (4 def, 8 armour)14.0 T4 heavy armor [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 16 acid 12 fire Melee Ret 11 acid 11 fire ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +16% Resists +22% acid +36% fire A suit of armour made of mail. |
spiked iron mail armour of lightning resistance (2 def, 4 armour)14.0 T1 heavy armor [Ego] Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +16% lightning A suit of armour made of mail. |
spiked voratun mail armour of cold resistance (5 def, 10 armour)14.0 T5 heavy armor [Ego] Master While equipped: dps ---------- Melee Ret 20 physical ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +16% Resists +20% cold A suit of armour made of mail. |
stralite mail armour 'Zuboda' (13 def, 22 armour)14.0 T4 heavy armor [Rare] Master While equipped: ----- def ----- Armour +22 Defense +13 (+2 eff.) Rng.Def +9 (+1 eff.) Fatigue +16% Resists +6% cold +6% mind +15% darkness Crit.dmg- 15.00% A suit of armour made of mail. |
stralite mail armour of cold resistance (4 def, 8 armour)14.0 T4 heavy armor [Ego] Master While equipped: ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +16% Resists +19% cold A suit of armour made of mail. |
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 (+1 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... |
Blazespitter (5 def, 10 armour)9.0 T5 light armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +9% lightning +3% temporal Res.pen +5% temporal On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +8% Resists +11% acid +8% physical +3% lightning +11% cold Phys.save +16 (+2 eff.) HP.reg +7.30 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +1.80 Breathe water A suit of armour made of leather. |
Death's Embrace (18 def, 18 armour)9.0 T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Mag +5 Cun dps ---------- Crit.mult +20.00% Spell.pwr +10 (+1 eff.) Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+2 eff.) Resists +30% temporal +30% darkness +30% cold Stealth +10 ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Shades +0.10 Cunning/Stealth Turn yourself invisible (power 352, based on Cunning and Magic) for 10 turns. Uses 32 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Molten Skin (15 def, 12 armour)9.0 T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Phys.crit +8.0% Spell.crit +10% Crit.mult +20.00% Spell.pwr +15 (+2 eff.) Melee+ 15 light 30 fire Ranged+ 15 light 30 fire Dmg.mod +20% fire +5% light +10% all Res.pen +10% light +15% fire Melee Ret 30 fire ----- def ----- Armour +12 Defense +15 (+2 eff.) Resists +20% fire +12% light -5% cold ---------- misc Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Level 4.0 Pwr.cost 8 out of 16/16. Range melee/personal Travel.spd instantaneous Is a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 385.86 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+2 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. |
cleansing hardened leather armour (3 def, 6 armour)9.0 T3 light armor [Ego] Disrupt While equipped: ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Resists +12% nature +12% blight A suit of armour made of leather. |
cleansing hardened leather armour of clarity (3 def, 6 armour)9.0 T3 light armor [Ego] Disrupt/Psionic While equipped: ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Resists +12% blight +12% nature +6% mind Mind.save +12 (+2 eff.) A suit of armour made of leather. |
duelist's cured leather armour (6 def, 6 armour)9.0 T2 light armor [Ego+] Master While equipped: Stats +4 Cun +4 Dex ----- def ----- Armour +6 Defense +6 (+1 eff.) Fatigue +7% A suit of armour made of leather. |
hardened leather armour of acid resistance (3 def, 6 armour)9.0 T3 light armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Resists +18% acid A suit of armour made of leather. |
hardened leather armour of spell shielding (3 def, 6 armour)9.0 T3 light armor [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Resists +7% arcane Spell.save +13 (+2 eff.) A suit of armour made of leather. |
nimble rough leather armour (4 def, 2 armour)9.0 T1 light armor [Ego+] Master While equipped: Stats +2 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +2 Defense +4 (+1 eff.) Rng.Def +2 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
prismatic cured leather armour of fire resistance (2 def, 4 armour)9.0 T2 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +19% fire +11% light +12% darkness A suit of armour made of leather. |
prismatic hardened leather armour of cold resistance (3 def, 6 armour)9.0 T3 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Resists +21% cold +13% light +12% darkness A suit of armour made of leather. |
prismatic hardened leather armour of spell shielding (3 def, 6 armour)9.0 T3 light armor [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Resists +11% light +10% darkness +6% arcane Spell.save +11 (+2 eff.) A suit of armour made of leather. |
prismatic reinforced leather armour of fire resistance (4 def, 7 armour)9.0 T4 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +7 Defense +4 (+1 eff.) Fatigue +8% Resists +23% fire +10% light +14% darkness A suit of armour made of leather. |
prismatic rough leather armour (1 def, 2 armour)9.0 T1 light armor [Ego] Arcane While equipped: ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% Resists +10% light +11% darkness A suit of armour made of leather. |
rejuvenating rough leather armour (1 def, 2 armour)9.0 T1 light armor [Ego] Nature While equipped: ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% HP.reg +2.30 ---------- misc Stam/turn +0.80 A suit of armour made of leather. |
rough leather armour of Toknor (1 def, 2 armour)9.0 T1 light armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +6 (+0 eff.) ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
rough leather armour of stability (1 def, 2 armour)9.0 T1 light armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% Resists +5% physical Phys.save +11 (+1 eff.) A suit of armour made of leather. |
rough leather armour of the deep (1 def, 4 armour)9.0 T1 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +6% Resists +6% acid +5% cold ---------- misc Breathe water A suit of armour made of leather. |
searing reinforced leather armour (4 def, 7 armour)9.0 T4 light armor [Ego+] Arcane While equipped: dps ---------- Melee+ 11 acid 12 fire Melee Ret 9 acid 12 fire ----- def ----- Armour +7 Defense +4 (+1 eff.) Fatigue +8% Resists +17% acid +16% fire A suit of armour made of leather. |
spiked cured leather armour (2 def, 4 armour)9.0 T2 light armor [Ego] Master While equipped: dps ---------- Melee Ret 13 physical ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% A suit of armour made of leather. |
spiked cured leather armour of cold resistance (2 def, 4 armour)9.0 T2 light armor [Ego] Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +16% cold A suit of armour made of leather. |
spiked cured leather armour of spell shielding (2 def, 4 armour)9.0 T2 light armor [Ego] Arcane/Master While equipped: dps ---------- Melee Ret 10 physical ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +5% arcane Spell.save +11 (+2 eff.) A suit of armour made of leather. |
spiked cured leather armour of spell shielding (2 def, 4 armour)9.0 T2 light armor [Ego] Arcane/Master While equipped: dps ---------- Melee Ret 12 physical ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +5% arcane Spell.save +13 (+2 eff.) A suit of armour made of leather. |
spiked drakeskin leather armour of command (13 def, 14 armour)9.0 T5 light armor [Ego+] Master/Psionic While equipped: Stats +3 Cun dps ---------- Melee Ret 11 physical ----- def ----- Armour +14 Defense +13 (+2 eff.) Fatigue +8% Mind.save +12 (+2 eff.) A suit of armour made of leather. |
spiked reinforced leather armour (4 def, 7 armour)9.0 T4 light armor [Ego] Master While equipped: dps ---------- Melee Ret 12 physical ----- def ----- Armour +7 Defense +4 (+1 eff.) Fatigue +8% A suit of armour made of leather. |
spiked rough leather armour of fire resistance (1 def, 2 armour)9.0 T1 light armor [Ego] Master While equipped: dps ---------- Melee Ret 10 physical ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% Resists +16% fire A suit of armour made of leather. |
spiked rough leather armour of temporal resistance (1 def, 2 armour)9.0 T1 light armor [Ego] Arcane/Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% Resists +16% temporal A suit of armour made of leather. |
spiked rough leather armour of temporal resistance (1 def, 2 armour)9.0 T1 light armor [Ego] Arcane/Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% Resists +16% temporal A suit of armour made of leather. |
troll-hide rough leather armour (1 def, 2 armour)9.0 T1 light armor [Ego+] Nature While equipped: ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% Max.HP +30.00 HP.reg +3.60 Heal.mod +10% A suit of armour made of leather. |
volcanic hardened leather armour (3 def, 11 armour)9.0 T3 light armor [Ego+] Nature While equipped: dps ---------- Melee+ 5 fire Ranged+ 6 fire ----- def ----- Armour +11 Defense +3 (+1 eff.) Fatigue +8% Resists +15% fire +16% physical A suit of armour made of leather. |
volcanic hardened leather armour of Eyal (3 def, 13 armour)9.0 T3 light armor [Ego++] Nature While equipped: dps ---------- Melee+ 7 fire Ranged+ 7 fire ----- def ----- Armour +13 Defense +3 (+1 eff.) Fatigue +8% Resists +12% fire +13% physical Max.HP +55.00 HP.reg +1.60 Heal.mod +16% A suit of armour made of leather. |
dwarven-steel plate armour of Eyal (5 def, 11 armour)17.0 T3 massive armor [Ego+] Nature While equipped: ----- def ----- Armour +11 Defense +5 (+1 eff.) Fatigue +24% Max.HP +44.00 HP.reg +1.00 Heal.mod +12% A suit of armour made of metal plates. |
dwarven-steel plate armour of fire resistance (5 def, 11 armour)17.0 T3 massive armor [Ego] Master While equipped: ----- def ----- Armour +11 Defense +5 (+1 eff.) Fatigue +24% Resists +15% fire A suit of armour made of metal plates. |
enlightening dwarven-steel plate armour (5 def, 11 armour)17.0 T3 massive armor [Ego+] Psionic While equipped: Stats +5 Cun +4 Wil ----- def ----- Armour +11 Defense +5 (+1 eff.) Fatigue +24% Mind.save +12 (+2 eff.) A suit of armour made of metal plates. |
impenetrable dwarven-steel plate armour of stability (5 def, 18 armour)17.0 T3 massive armor [Ego] Master While equipped: ----- def ----- Armour +18 Defense +5 (+1 eff.) Fatigue +24% Resists +6% physical Phys.save +12 (+1 eff.) A suit of armour made of metal plates. |
radiant voratun plate armour (9 def, 16 armour)17.0 T5 massive armor [Ego+] Nature While equipped: Stats +4 Wil dps ---------- Melee Ret 12 light ----- def ----- Armour +16 Defense +9 (+1 eff.) Fatigue +26% Resists +23% blight +18% darkness ---------- misc Light +1 A suit of armour made of metal plates. |
radiant voratun plate armour (9 def, 16 armour)17.0 T5 massive armor [Ego+] Nature While equipped: Stats +3 Wil dps ---------- Melee Ret 6 light ----- def ----- Armour +16 Defense +9 (+1 eff.) Fatigue +26% Resists +26% blight +15% darkness ---------- misc Light +1 A suit of armour made of metal plates. |
crackling iron shield of radiance (4 def, 2 armour, 19 block)7.0 T1 shield armor [Ego++] Arcane While equipped: Stats +1 Dex +1 Mag +4 Con dps ---------- On Melee Ret: * 13% chance to blind * 11% chance to daze at end of turn ----- def ----- Armour +2 Defense +4 (+1 eff.) Rng.Def +4 (+1 eff.) Fatigue +6% Resists +10% light +11% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
deflecting iron shield of lightning resistance (+16%) (9 def, 2 armour, 20 block)7.0 T1 shield armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +9 (+1 eff.) Rng.Def +4 (+1 eff.) Fatigue +6% Resists +16% lightning Proj.evade +4% ---------- misc Talents +1 Block Handheld deflection devices. |
dwarven-steel shield of radiance (8 def, 2 armour, 84.5 block)7.0 T3 shield armor [Ego+] Arcane While equipped: Stats +3 Mag +4 Con dps ---------- On Melee Ret: * 14% chance to blind ----- def ----- Armour +2 Defense +8 (+1 eff.) Rng.Def +8 (+1 eff.) Fatigue +12% Resists +12% light ---------- misc Talents +3 Block Handheld deflection devices. |
dwarven-steel shield of resilience (8 def, 2 armour, 70.5 block)7.0 T3 shield armor [Ego] Nature While equipped: ----- def ----- Armour +2 Defense +8 (+1 eff.) Rng.Def +8 (+1 eff.) Fatigue +12% Max.HP +46.00 ---------- misc Talents +3 Block Handheld deflection devices. |
flaming dwarven-steel shield (8 def, 2 armour, 82 block)7.0 T3 shield armor [Ego] Nature While equipped: dps ---------- Melee+ 8 fire Melee Ret 10 fire ----- def ----- Armour +2 Defense +8 (+1 eff.) Rng.Def +8 (+1 eff.) Fatigue +12% ---------- misc Talents +3 Block Handheld deflection devices. |
flaming dwarven-steel shield of lightning resistance (+17%) (8 def, 2 armour, 84.5 block)7.0 T3 shield armor [Ego] Nature/Master While equipped: dps ---------- Melee+ 8 fire Melee Ret 11 fire ----- def ----- Armour +2 Defense +8 (+1 eff.) Rng.Def +8 (+1 eff.) Fatigue +12% Resists +17% lightning ---------- misc Talents +3 Block Handheld deflection devices. |
flaming stralite shield of cold resistance (+19%) (10 def, 2 armour, 146.5 block)7.0 T4 shield armor [Ego] Nature/Master While equipped: dps ---------- Melee+ 9 fire Melee Ret 14 fire ----- def ----- Armour +2 Defense +10 (+2 eff.) Rng.Def +10 (+2 eff.) Fatigue +14% Resists +19% cold ---------- misc Talents +4 Block Handheld deflection devices. |
icy dwarven-steel shield of arcane resistance (+12%) (8 def, 2 armour, 78.5 block)7.0 T3 shield armor [Ego] Nature/Disrupt While equipped: dps ---------- Melee+ 7 cold Melee Ret 12 ice ----- def ----- Armour +2 Defense +8 (+1 eff.) Rng.Def +8 (+1 eff.) Fatigue +12% Resists +12% arcane ---------- misc Talents +3 Block Handheld deflection devices. |
icy steel shield of lightning resistance (+17%) (6 def, 2 armour, 39.5 block)7.0 T2 shield armor [Ego] Nature/Master While equipped: dps ---------- Melee+ 7 cold Melee Ret 11 ice ----- def ----- Armour +2 Defense +6 (+1 eff.) Rng.Def +6 (+1 eff.) Fatigue +8% Resists +17% lightning ---------- misc Talents +2 Block Handheld deflection devices. |
reinforced dwarven-steel shield of purity (8 def, 7 armour, 119.5 block)7.0 T3 shield armor [Ego] Nature/Master While equipped: ----- def ----- Armour +7 Defense +8 (+1 eff.) Rng.Def +8 (+1 eff.) Fatigue +12% Resists +10% nature +12% blight ---------- misc Talents +3 Block Handheld deflection devices. |
shocking steel shield (6 def, 2 armour, 37 block)7.0 T2 shield armor [Ego] Nature While equipped: dps ---------- Melee+ 6 lightning Melee Ret 12 lightning ----- def ----- Armour +2 Defense +6 (+1 eff.) Rng.Def +6 (+1 eff.) Fatigue +8% ---------- misc Talents +2 Block Handheld deflection devices. |
shocking stralite shield of cold resistance (+16%) (10 def, 2 armour, 148 block)7.0 T4 shield armor [Ego] Nature/Master While equipped: dps ---------- Melee+ 6 lightning Melee Ret 14 lightning ----- def ----- Armour +2 Defense +10 (+2 eff.) Rng.Def +10 (+2 eff.) Fatigue +14% Resists +16% cold ---------- misc Talents +4 Block Handheld deflection devices. |
steel shield (6 def, 2 armour, 39.5 block)7.0 T2 shield armor [Normal] While equipped: ----- def ----- Armour +2 Defense +6 (+1 eff.) Rng.Def +6 (+1 eff.) Fatigue +8% ---------- misc Talents +2 Block Handheld deflection devices. |
steel shield of fire resistance (+15%) (6 def, 2 armour, 40.5 block)7.0 T2 shield armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +6 (+1 eff.) Rng.Def +6 (+1 eff.) Fatigue +8% Resists +15% fire ---------- misc Talents +2 Block Handheld deflection devices. |
warded voratun shield of physical resistance (+14%) (12 def, 3 armour, 188 block)7.0 T5 shield armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +3 Defense +12 (+2 eff.) Rng.Def +12 (+2 eff.) Fatigue +14% Resists +14% physical ---------- misc Wards +1 lightning +2 temporal +4 blight +3 fire +3 cold Talents +1 Ward +5 Block Handheld deflection devices. |
arcing quiver of elm arrows of accuracy (13/13, 15.5-21.7 power, 5 apr)3.0 T1 arrow ammo [Ego] Arcane/Master Power 15.5 - 21.7 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Acc +8 Apr +5 Crit +1.0% Capacity 13 Ranged+ +9 lightning On Hit: * 25% chance for lightning to arc to a second target Arrows are used with bows to pierce your foes to death. |
hateful quiver of dragonbone arrows (22/22, 56-78.4 power, 18 apr)3.0 T5 arrow ammo [Ego+] Psionic Power 56.0 - 78.4 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +18 Crit +3.0% Capacity 22 Ranged+ +26 darkness Against +9% Living Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows 'Hachak' (17/17, 23-32.2 power, 7 apr)3.0 T2 arrow ammo [Random Unique] Arcane/Master Power 23.0 - 32.2 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 17 Rld cld 3 Ranged+ +8 bleed +11 light +16 mind Against +11% Undead On Hit.r1 +4 mind On Crit: * wounds the target for 7 turns: 43 bleeding, 95% reduced healing Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows of annihilation (20/20, 27.5-38.5 power, 13 apr)3.0 T2 arrow ammo [Ego+] Master Power 27.5 - 38.5 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +13 Crit +9.5% Capacity 20 Proj.spd +200% Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows (14/14, 15-21 power, 5 apr)3.0 T1 arrow ammo [Normal] Power 15.0 - 21.0 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 14 Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows (16/16, 14.5-20.3 power, 5 apr)3.0 T1 arrow ammo [Normal] Power 14.5 - 20.3 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 16 Arrows are used with bows to pierce your foes to death. |
quiver of elven-wood arrows of gravity (20/20, 41-57.4 power, 14 apr)3.0 T4 arrow ammo [Ego+] Nature Power 41.0 - 57.4 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +14 Crit +2.5% Capacity 20 Ranged+ +20 gravity On Hit: * 10% chance to crush the target Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows (19/19, 33.5-46.9 power, 10 apr)3.0 T3 arrow ammo [Normal] Power 33.5 - 46.9 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 19 Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows (17/17, 30.5-42.7 power, 10 apr)3.0 T3 arrow ammo [Normal] Power 30.5 - 42.7 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 17 Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows of accuracy (18/18, 32.5-45.5 power, 10 apr)3.0 T3 arrow ammo [Ego] Master Power 32.5 - 45.5 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Acc +12 Apr +10 Crit +2.0% Capacity 18 Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows of accuracy (20/20, 32-44.8 power, 10 apr)3.0 T3 arrow ammo [Ego] Master Power 32.0 - 44.8 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Acc +9 Apr +10 Crit +2.0% Capacity 20 Arrows are used with bows to pierce your foes to death. |
5 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe of Reknor (dig speed 16 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str ----- def ----- Resists +6% darkness +6% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 39 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
alchemist's lamp of health1.0 T3 lite [Ego] Nature While equipped: ----- def ----- Max.HP +63.00 ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright alchemist's lamp of health1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +54.00 ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
ethereal alchemist's lamp0.0 T3 lite [Ego+] Arcane While equipped: Stats +5 Mag dps ---------- Spell.pwr +8 (+1 eff.) ---------- misc Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
scorching alchemist's lamp of clarity1.0 T3 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +5% fire Mind.save +7 (+1 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
survivor's brass lantern2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+1 eff.) Heal.mod +11% ---------- misc Light +2 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. |
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. |
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. |
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. |
4 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 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 When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 127 power out of 167/400 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. |
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. |
Frozen Shards (25/25, 32-38.4 power, 15 apr)3.0 T4 shot ammo [Unique] Arcane Power 32.0 - 38.4 Ice Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Capacity 25 On Hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
acidic pouch of iron shots (16/16, 14.5-17.4 power, 1 apr)3.0 T1 shot ammo [Ego] Arcane Power 14.5 - 17.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 16 Ranged+ +6 acid On Crit: * splashes the target with acid Shots are used with slings to pummel your foes to death. |
flaming pouch of steel shots (13/13, 20-24 power, 2 apr)3.0 T2 shot ammo [Ego] Arcane Power 20.0 - 24.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 13 On Hit.r1 +12 fire Shots are used with slings to pummel your foes to death. |
plaguebringer's pouch of stralite shots of accuracy (17/17, 44.5-53.4 power, 5 apr)3.0 T4 shot ammo [Ego+] Arcane/Master Power 44.5 - 53.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Acc +10 Apr +5 Crit +5.5% Capacity 17 Ranged+ +11 blight On Hit: 10% Epidemic 4 On Hit: * 9% chance to disease Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots of erosion (19/19, 30.5-36.6 power, 3 apr)3.0 T3 shot ammo [Ego] Nature Power 30.5 - 36.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 19 Ranged+ +7 nature +8 temporal Shots are used with slings to pummel your foes to death. |
pouch of iron shots of vileness (14/14, 13.5-16.2 power, 1 apr)3.0 T1 shot ammo [Ego] Arcane Power 13.5 - 16.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 14 Ranged+ +6 blight On Hit: * 6% chance to disease Shots are used with slings to pummel your foes to death. |
pouch of steel shots (19/19, 20-24 power, 2 apr)3.0 T2 shot ammo [Normal] Power 20.0 - 24.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 19 Shots are used with slings to pummel your foes to death. |
pouch of steel shots (22/22, 22.5-27 power, 2 apr)3.0 T2 shot ammo [Normal] Power 22.5 - 27.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 22 Shots are used with slings to pummel your foes to death. |
pouch of steel shots (23/23, 18-21.6 power, 2 apr)3.0 T2 shot ammo [Normal] Power 18.0 - 21.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 23 Shots are used with slings to pummel your foes to death. |
pouch of steel shots of crippling (21/21, 19.5-23.4 power, 2 apr)3.0 T2 shot ammo [Ego+] Master Power 19.5 - 23.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +2 Crit +9.5% Capacity 21 On Crit: * cripple the target Shots are used with slings to pummel your foes to death. |
pouch of steel shots of paradox (20/20, 20-24 power, 2 apr)3.0 T2 shot ammo [Ego] Arcane Power 20.0 - 24.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 20 Ranged+ +6 temporal On Hit: * 6% chance to gain 10% of a turn (3/turn limit) Shots are used with slings to pummel your foes to death. |
pouch of steel shots of purging (18/18, 22-26.4 power, 2 apr)3.0 T2 shot ammo [Ego] Disrupt Power 22.0 - 26.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 18 Ranged+ +5 nature On Hit: * 25% chance to remove a magical effect Shots are used with slings to pummel your foes to death. |
pouch of stralite shots of accuracy (19/19, 43-51.6 power, 5 apr)3.0 T4 shot ammo [Ego] Master Power 43.0 - 51.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Acc +9 Apr +5 Crit +5.5% Capacity 19 Shots are used with slings to pummel your foes to death. |
storming pouch of dwarven-steel shots of erosion (17/17, 36-43.2 power, 3 apr)3.0 T3 shot ammo [Ego] Nature Power 36.0 - 43.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 17 Ranged+ +17 lightning +6 temporal +7 nature On Crit.r2 +8 lightning Shots are used with slings to pummel your foes to death. |
storming pouch of voratun shots of purging (23/23, 55.5-66.6 power, 6 apr)3.0 T5 shot ammo [Ego] Nature/Disrupt Power 55.5 - 66.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +6 Crit +7.0% Capacity 23 Ranged+ +17 nature +17 lightning On Crit.r2 +8 lightning On Hit: * 25% chance to remove a magical effect Shots are used with slings to pummel your foes to death. |
dwarven-steel torque of thermal psionic shield 'Sootwalker' [power 67] (13 cooldown)2.0 T3 torque charm [Random Unique] Psionic While equipped: dps ---------- Res.pen +20% darkness Melee Ret 8 fire On Hit (Melee): * 30% chance to inflict 15% damage reduction ---------- misc Wards +1 physical +3 mind +2 darkness Talents +5 Telekinetic Blast +1 Ward Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 67 for 7 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
hateful stralite torque of psychoportation [power 45] (19 cooldown)2.0 T4 torque charm [Ego] Psionic Teleport randomly (rad 45) Puts all charms on 19 cooldown 100% to regenerate 7 hate. Torques are made by powerful psionics to store psionic powers. |
quiet stralite torque of charged psionic shield [power 99] (13 cooldown)2.0 T4 torque charm [Ego+] Psionic While equipped: ---------- misc Talents +1 Silence Cooldown Silence -1 Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 99 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 43] (13 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 43 for 7 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
stralite torque of mindblast [power 221] (4 cooldown)2.0 T4 torque charm [Ego] Psionic Fire a blast of psionic energies in a range 22 beam dealing 110.50 to 221.00 mind damage Puts all charms on 4 cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged iron torque of thermal psionic shield [power 33] (17 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 33 for 7 turns Puts all charms on 17 cooldown Torques are made by powerful psionics to store psionic powers. |
voratun torque of kinetic psionic shield [power 133] (13 cooldown)2.0 T5 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 133 for 7 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
warded iron torque of thermal psionic shield [power 23] (13 cooldown)2.0 T1 torque charm [Ego+] Psionic While equipped: ---------- misc Wards +1 physical +1 mind +1 darkness Talents +1 Ward Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 23 for 7 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
elm totem of cure ailments [power 1] (7 cooldown)2.0 T1 totem charm [Ego] Nature Remove up to 1 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. |
elven-wood totem of cure ailments [power 3] (7 cooldown)2.0 T4 totem charm [Ego] Nature Remove up to 3 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. |
natural ash totem of thorny skin [power 29] (13 cooldown)2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 29 and armour hardiness by 40% Puts all charms on 13 cooldown 100% to regenerate 5 equilibrium. Natural totems are made by powerful wilders to store nature power. |
supercharged dragonbone totem of healing [power 310] (16 cooldown)2.0 T5 totem charm [Ego] Nature Heal a target within range 22 (based on Willpower) for 310 Puts all charms on 16 cooldown Natural totems are made by powerful wilders to store nature power. |
yew totem of thorny skin [power 39] (13 cooldown)2.0 T3 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 39 and armour hardiness by 50% Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
yew totem of thorny skin [power 45] (13 cooldown)2.0 T3 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 45 and armour hardiness by 50% Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
5 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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 246 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. |
defiled elm wand of conjuration [power 91] (7 cooldown)2.0 T1 wand charm [Ego] Arcane While equipped: ---------- misc Max.vim +7.00 Fire a bolt of a random element with (base) damage 46 to 91 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. |
yew wand of conjuration [power 211] (7 cooldown)2.0 T3 wand charm [Ego] Arcane Fire a bolt of a random element with (base) damage 106 to 211 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. |
yew wand of trap destruction [power 63] (10 cooldown)2.0 T3 wand charm [Ego] Arcane Disarm traps (63 bonus disarm power, based on Magic) along a range 10 line Puts all charms on 10 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 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 When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+1 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+1 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+1 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+1 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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 When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 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 When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By loomkoom the Hulk Alchemist level 9
47th Dusk 122nd year of Ascendancy at 03:26 see stats
Against all odds
Killed Ukruk in the ambush.By loomkoom the Hulk Alchemist level 9
30th Dusk 122nd year of Ascendancy at 14:23 see stats
Ay ay captain!
Turn into a pirate!By loomkoom the Hulk Alchemist level 17
44th Pyre 123rd year of Ascendancy at 05:15 see stats
Brave new world
Went to the Far East and took part in the war.By loomkoom the Hulk Alchemist level 12
49th Regrowth 123rd year of Ascendancy at 10:35 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By loomkoom the Hulk Alchemist level 9
44th Dusk 122nd year of Ascendancy at 18:15 see stats
Destroyer's bane
Killed Golbug the Destroyer.By loomkoom the Hulk Alchemist level 11
22nd Haze 122nd year of Ascendancy at 13:32 see stats
Exterminator
Killed 1000 creatures.By loomkoom the Hulk Alchemist level 11
21st Haze 122nd year of Ascendancy at 14:31 see stats
Fear me not!
Survived the Fearscape!By loomkoom the Hulk Alchemist level 4
23rd Dusk 122nd year of Ascendancy at 06:55 see stats
Level 10
Got a character to level 10.By loomkoom the Hulk Alchemist level 10
47th Dusk 122nd year of Ascendancy at 10:56 see stats
Overpowered!
Did over 6000 damage in one attack.By loomkoom the Hulk Alchemist level 12
52nd Regrowth 123rd year of Ascendancy at 15:17 see stats
Size is everything
Did over 1500 damage in one attack.By loomkoom the Hulk Alchemist level 1
75th Pyre 122nd year of Ascendancy at 16:56 see stats
Size matters
Did over 600 damage in one attack.By loomkoom the Hulk Alchemist level 1
74th Pyre 122nd year of Ascendancy at 11:29 see stats
Sliders
Activated a portal using the Orb of Many Ways.By loomkoom the Hulk Alchemist level 12
22nd Haze 122nd year of Ascendancy at 16:36 see stats
The bigger the better!
Did over 3000 damage in one attack.By loomkoom the Hulk Alchemist level 4
22nd Dusk 122nd year of Ascendancy at 20:16 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By loomkoom the Hulk Alchemist level 4
22nd Dusk 122nd year of Ascendancy at 20:02 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By loomkoom the Hulk Alchemist level 17
44th Pyre 123rd year of Ascendancy at 04:14 see stats
Treasure Hunter
Amassed 1000 gold pieces.By loomkoom the Hulk Alchemist level 15
75th Regrowth 123rd year of Ascendancy at 22:27 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By loomkoom the Hulk Alchemist level 8
30th Dusk 122nd year of Ascendancy at 03:24 see stats
Log
Doomed Shade of loomkoom hits loomkoom for 120 cold damage.
You are unable to move!
You are unable to move!
You are unable to move!
Resting starts...
Loomkoom retunes the fabric of spacetime.
I rested
Rested for 0 turns (stop reason: hostile spotted to the northeast (Doomed Shade of loomkoom)).
You need a staff to use this spell.
Loomkoom switches his weapons to: unarmed.
Doomed Shade of loomkoom's spell attains critical power!
Doomed Shade of loomkoom casts Caustic Mire.
Loomkoom switches his weapons to: unarmed.
Loomkoom switches his weapons to: unarmed.
Doomed Shade of loomkoom stops surging mana.
Doomed Shade of loomkoom's spell attains critical power!
Doomed Shade of loomkoom casts Caustic Mire.
Loomkoom switches his weapons to: unarmed.
Doomed Shade of loomkoom's Body of Fire hits loomkoom for 104 fire damage.
Talent Acid Infusion is ready to use.
Loomkoom deactivates Yarrrr!!.
The protective shield of Loomkoom disappears.
Loomkoom deactivates Lightning Infusion.
Loomkoom warms up.
Loomkoom deactivates Keen Senses.
Loomkoom deactivates Premonition.






























































































































































































































































