











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: QuickTome: Remove Stat Requirements 1.4.8 Experience Controller 1.4.8
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. QuickTome: Improved Recall 1.4.8Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
(new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Exponential Leveling 1.4.8Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Post Effects fixes 1.5.5The addon improves gamefield view during different post effects Here is details about what been changed: Restart Sustains 1.0.5Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. 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!) Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Items Vault 1.5.0Donators/Buyers bonus! 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 Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Yeek |
Class | Adventurer |
Level / Exp | 50 / 2121% |
Size | medium |
Lifes / Deaths | Killed by Cookie at level 50 on the 7th Pyre 123rd year of Ascendancy at 14:09 / 1 |
Primary Stats
Strength | 216 (base 60) |
Dexterity | 113 (base 60) |
Constitution | 146 (base 60) |
Magic | 129 (base 60) |
Willpower | 129 (base 60) |
Cunning | 133 (base 60) |
Resources
Mana | 1810/1959 |
Equilibrium | 15 |
Vim | 1740/1740 |
Life | 30166/30166 |
Psi | 1938/1938 |
Stamina | 1507/1560 |
Negative | 1412/1412 |
Healing Factor | 2.3839463920626 |
Regeneration | 477.62789947628 |
Speed
Mental | +200% |
Attack | +200% |
Movement | +606.43155479529% |
Spell | +200.99094503218% |
Global | +525.70992317676% |
Vision
Sight | 10 |
Lite | 30 |
Infravision | 19 |
See Stealth | 144.23838398451 |
See Invisible | 153.23838398451 |
ESP Range | 10 |
ESP Kinds | animal/canine, humanoid/orc, demon/major, demon/minor |
Offense: Mainhand
Damage | 358 |
Accuracy | 88 |
Crit Chance | 449% |
APR | 182 |
Speed | 0.33 |
Offense: Spell
Spellpower | 184 |
Crit Chance | 100% |
Speed | 0.33223590825734 |
Cooldown Reduction | 135.55 |
Offense: Mind
Mindpower | 147 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
Acid | +130% |
Blight | +157% |
Arcane | +139% |
Cold | +121% |
All | +8% |
Mind | +124% |
Lightning | +106% |
Light | +269% |
Temporal | +111% |
Physical | +113% |
Darkness | +304% |
Fire | +307% |
Nature | +115% |
Offense: Damage Penetration
Acid | +123% |
Blight | +123% |
Arcane | +118% |
Cold | +98% |
Lightning | +98% |
Darkness | +122% |
Light | +98% |
Temporal | +98% |
Physical | +156% |
Mind | +118% |
Fire | +98% |
Nature | +98% |
Defense: Base
Armour (hardiness) | -48.56888400596 (100%) |
Defense | 93 |
Ranged Defense | 93 |
Fatigue | 0 |
Physical Save | 197 |
Spell Save | 197 |
Mental Save | 197 |
Defense: Resistances
Acid | +100%(100%) |
Blight | +100%(100%) |
Arcane | +100%(100%) |
Cold | +100%(100%) |
All | +113%(100%) |
Mind | +100%(100%) |
Lightning | +100%(100%) |
Light | +100%(100%) |
Temporal | +100%(100%) |
Physical | +100%(100%) |
Darkness | +100%(100%) |
Fire | +100%(100%) |
Nature | +100%(100%) |
Defense: Immunities
Pinning Resistance | 38% |
Disarm Resistance | 50% |
Confusion Resistance | 100% |
Silence Resistance | 89% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 43% |
Inscriptions (2/5)
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. |
Class Talents
Cursed / Gloom | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Wrath | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Blight | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Poisons | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Torture | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Warcries | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Spellblaze | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Shadow magic | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Demonic pact | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Berserker's strength | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Bloodthirst | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Heart of Fire | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Enhancement | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Magical combat | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Reaving combat | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Shadowflame | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Lethality | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Brutality | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield defense | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Tactical | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Meta | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Unarmed training | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Black-magic | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Hymns | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Thuggery | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Oppression | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Demonic strength | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Call of the wild | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Yeek | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Fiery Hands |
talent | Shadow Combat |
talent | Dark Ritual |
talent | Lacerating Strikes |
talent | Tale of Destruction |
talent | Flame of Urh'Rok |
talent | Inner Power |
talent | Precise Strikes |
talent | Willful Tormenter |
talent | Spellcraft |
talent | Blade Flurry |
talent | Arcane Feed |
talent | Overkill |
talent | Meditation |
talent | Volatile Poison |
talent | Gloom |
talent | Quicken Spells |
talent | Horrifying Blows |
talent | Chant of Resistance |
talent | Shadow Feed |
talent | Apply Poison |
talent | Hymn of Shadows |
talent | Bleak Outcome |
talent | Exploit Weakness |
talent | Yarrrr!! |
talent | Numbing Poison |
talent | Arcane Combat |
beneficial effect | Next melee attack will always trigger incinerating blows, and the damage from incinerating blows will be multiplied by 408% Raging flames |
beneficial effect | Next 9 melee attacks are certain to critically strike, and this unit has 81% more critical power. Voracious Blade |
beneficial effect | Countering melee attacks: Has a 85% chance to get an automatic counter attack when avoiding a melee attack. (2.5 counters remaining) Counter Attacking |
beneficial effect | You have 3 charges. Ominous Shadow Charges |
beneficial effect | The target's spellpower has been increased by 18. Spellsurge |
beneficial effect | Spellpower increased by 38. Stripped Life |
detrimental effect | The target has been splashed with acid, taking 101.88 acid damage per turn, reducing armour by 140 and attack by 122. Acid Splash |
beneficial effect | The target is in a magical frenzy, improving spellpower by 43. Bloodlust |
beneficial effect | The target is able to burrow into walls, and additionally has 117 more APR and 58% more physical resistance penetration. Burrow |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+72% global speed). Clarity |
beneficial effect | The thrill of combat improves the target's maximum life by 28%, life regeneration by 61.90, and stamina regeneration by 12.38. Bloodbath |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You have encountered a dying sun paladin that told you about the orcs breeding pit, a true abomination. Desperate MeasuresYou have taken upon yourself to cleanse it and deal a crippling blow to the orcs. | active |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You abandoned injured seer to death. Escort: injured seer (level 4 of Old Forest) | failed |
You abandoned injured seer to death. Escort: injured seer (level 8 of Dreadfell) | failed |
You abandoned lone alchemist to death. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You abandoned lost warrior to death. Escort: lost warrior (level 4 of Dreadfell) | failed |
You abandoned repented thief to death. Escort: repented thief (level 2 of Dreadfell) | failed |
You abandoned repented thief to death. Escort: repented thief (level 3 of Scintillating Caves) | failed |
You abandoned temporal explorer to death. Escort: temporal explorer (level 1 of Dreadfell) | failed |
You abandoned worried loremaster to death. Escort: worried loremaster (level 2 of Daikara) | failed |
You abandoned worried loremaster to death. Escort: worried loremaster (level 2 of Scintillating Caves) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed faerlhing fang. * You've found the needed vial of wight ectoplasm. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed naga tongue. * You've found the needed bear paw. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed ice wyrm tooth. * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed ice ant stinger. * You've found the needed orc heart. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
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 within | active |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * You have destroyed Grushnak. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
Equipment
On feet | ![]() 2.0 T5 feet armor [Rare] Master While equipped: Stats +13 Str +8 Dex +5 Mag +15 Lck dps ---------- Dmg.mod +9% acid +9% blight On Hit (Melee): * 40% chance to corrode armour by 30% ----- def ----- Armour +5 Fatigue +5% Resists +18% acid Stealth +12 ---------- misc Infravis +4 See.Invis +9 Telepathy Humanoid/Orc A pair of boots made of leather. |
Quiver | ![]() 3.0 T5 shot ammo [Random Unique] Nature/Master Power 165% Range: 1.2x Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +6 Crit +22.0% Capacity 21 Ranged+ +20 temporal +20 gravity +18 nature On Hit.r1 +8 fire +8 temporal On Crit.r2 +12 darkness +8 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 66% chance to inflict 15% damage reduction * 10% chance to crush the target On Crit: * cripple the target Shots are used with slings to pummel your foes to death. |
Light source | ![]() 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+1 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 1071.70 darkness damage (based on Mindpower and charge). Uses 3 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | ![]() 3.0 T5 head armor [Random Unique] Nature While equipped: Stats +14 Str +2 Mag +14 Wil +2 Cun dps ---------- Phys.pwr +24 (+2 eff.) Dmg.mod +15% blight ----- def ----- Armour +5 Fatigue -11% Resists +9% acid +30% physical +17% light +20% darkness Phys.save +30 (+0 eff.) ---------- misc Infravis +2 Telepathy Humanoid/Orc A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 3.0 T3 digger tool [Random Unique] Arcane/Master While equipped: Stats +2 Str ----- def ----- Armour +8 Defense +5 (+1 eff.) Resists +7% physical Phys.save +6 (+0 eff.) Mind.save +30 (+3 eff.) Disarm- +10% Knockbk- +5% ---------- misc Spell.cld 10% Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +7 Con dps ---------- Phys.pwr +14 (+1 eff.) Spell.pwr +9 (+1 eff.) Mind.pwr +12 (+2 eff.) Dmg.mod +6% mind +6% all Res.pen +5% mind On Hit (Melee): * 10 arcane resource burn * Slows global speed by 15% ----- def ----- Resists +9% acid +6% fire +6% nature Phys.save +14 (+0 eff.) Max.HP +37.00 Disarm- +40% Pinning- +38% Knockbk- +38% Rings can have magical properties. |
On fingers | ![]() 0.1 T5 ring jewelry [Rare] Master While equipped: Stats +9 Str +4 Wil +7 Con dps ---------- Dmg.mod +12% mind +12% blight ----- def ----- Resists +15% mind HP.reg +3.80 Stun/Frz- +47% ---------- misc Telepathy Demon/Minor Demon/Major Rings can have magical properties. |
Around waist | ![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.pwr +12 (+2 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
In main hand | ![]() 5.0 T5 staff 1H weapon [Random Unique] Nature/Master Power 137% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +8 fire While equipped: Stats +7 Con dps ---------- Phys.crit +24.0% Spell.crit +9% Crit.mult +44.00% Phys.pwr +15 (+1 eff.) Spell.pwr +34 (+4 eff.) Mind.pwr +6 (+1 eff.) Dmg.mod +30% darkness Acc +15 (+3 eff.) Melee Ret 4 fire ----- def ----- Resists +3% fire +6% light +12% temporal Mind.save +9 (+1 eff.) HP.reg +1.30 Heal.mod +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +3 Cun +9 Mag ----- def ----- Defense +8 (+2 eff.) Stun/Frz- +20% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Unarmed combat: Power 145% Range: 1.4x Uses 70% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +15 Crit +10.0% Atk.spd 167% On Hit: 10% Blood Grasp 3 On Hit: 12% Soul Rot 3 On Hit: 8% Drain 2 Increases all damage by 4% of current vim Current Bonus: 70% Darkfire: Level 6.0 Pwr.cost 3 out of 12/12. Range 6 Travel.spd 400% of base Is a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 511.65 fire damage and 507.18 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Main armor | ![]() 2.0 T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +10 Cun +10 Mag dps ---------- Crit.mult +19.00% Dmg.mod +15% acid +12% physical +20% light +9% blight +22% fire +15% arcane +15% cold Res.pen +10% blight +20% arcane +15% mind Melee Ret 8 blight 12 mind ----- def ----- Armour +8 Defense +12 (+2 eff.) Resists +16% acid +18% physical +15% light +12% blight +20% fire +15% darkness +17% cold Max.HP +70.00 ---------- misc Hate/m.crit +5.00 Psi/m.crit +5.00 Light +4 Cooldown Refit Golem -6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Master While equipped: Stats +10 Dex +3 Mag +10 Cun dps ---------- Spell.pwr +6 (+1 eff.) S.pwr/crit +6 Dmg.mod +6% blight +25% darkness +18% arcane +9% nature Res.pen +14% darkness +15% blight Acc +10 (+2 eff.) Apr +9 On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Defense +3 (+1 eff.) Resists +25% darkness Stealth +25 ---------- misc Light +4 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +4 Con +3 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Dmg.mod +5% darkness +5% temporal +5% light +5% physical Res.pen +25% acid Melee Ret 12 acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Fatigue -2% ---------- misc Telepathy Demon/Minor Demon/Major Amulets can have magical properties. |
Inventory
![]() 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown -4 Travel.spd instantaneous Usage Speed Spell (33% of a turn) Is a spell Description: Inflicts 702.63 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% nature +9% lightning Res.pen +20% nature On Hit (Melee): * 34% chance to daze at end of turn ----- def ----- Resists +9% acid +17% temporal +22% light +21% fire +21% darkness Spell.save +12 (+0 eff.) Blind- +37% Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+0 eff.) Mind.save +18 (+2 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 20.0 Pwr.cost 3 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 782.33 physical damage in a radius 15 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Melee Ret 20 light 8 fire On Hit (Melee): * 30% chance to blind ----- def ----- Resists +30% fire ---------- misc Light +3 Masteries +0.21 Chronomancy/Spacetime Folding Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +6 Str dps ---------- Melee Ret 8 fire ----- def ----- Resists +12% blight +15% mind +12% nature +9% light Mind.save +6 (+1 eff.) Confus- +15% Pinning- +25% Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +10 Str dps ---------- Dmg.mod +9% light +18% arcane Res.pen +42% arcane Melee Ret 34 nature On Hit (Melee): * 51% chance to blind ----- def ----- Resists +8% arcane ---------- misc Light +4 Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +6 Wil dps ---------- Res.pen +15% darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +6% temporal Spell.save +18 (+0 eff.) Disease- +10% Pinning- +10% Stun/Frz- +25% Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +10% darkness ----- def ----- Resists +12% darkness +15% fire Heal.mod +12% Cut- +50% Heal: Puts all charms on 8 cooldown Level 3.0 Pwr.cost 8 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 804 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +15% darkness Melee Ret 4 darkness On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Resists +10% temporal Pinning- +20% Knockbk- +21% Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- On Hit (Melee): * 30% chance to blind ----- def ----- Resists +18% acid +6% temporal +6% darkness +6% blight +3% fire +12% cold Spell.save +10 (+0 eff.) ---------- misc Masteries +0.22 Technique/Magical combat Amulets can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: ----- def ----- Armour +6 Resists +5% arcane Phys.save +9 (+0 eff.) Blind- +29% Disease- +15% Cut- +30% Silence- +30% Stun/Frz- +15% ---------- misc Infravis +4 See.Stealth +12 See.Invis +12 Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Rare] Arcane While equipped: Stats +4 Str +6 Mag +8 Wil dps ---------- Crit.mult +9.00% Spell.pwr +11 (+1 eff.) Res.pen +20% temporal ----- def ----- Armour +6 Resists +6% blight +9% temporal Max.HP +30.00 Heal.mod +25% Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane While equipped: Stats +9 Mag +3 Wil +6 Cun dps ---------- Spell.crit +2% Phys.pwr +15 (+1 eff.) Spell.pwr +25 (+3 eff.) Mind.pwr +13 (+2 eff.) Dmg.mod +9% lightning ----- def ----- Resists +22% acid +28% fire +30% lightning +25% cold Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +7 Cun +6 Dex dps ---------- Dmg.mod +24% lightning Acc +9 (+2 eff.) On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +21% lightning +15% fire Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +6 Con +3 Mag dps ---------- Phys.pwr +9 (+1 eff.) Spell.pwr +9 (+1 eff.) Mind.pwr +9 (+2 eff.) ----- def ----- Resists +20% nature ---------- misc Vim/melee +0.00 Infravis +3 See.Invis +15 Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Cun dps ---------- Dmg.mod +6% mind Res.pen +15% light On Hit (Melee): * 15% chance to blind ----- def ----- Defense +12 (+2 eff.) Resists +9% mind Max.HP +69.00 HP.reg +4.20 Heal.mod +17% Stun/Frz- +44% ---------- misc Light +3 Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% temporal ----- def ----- Resists +15% blight +12% temporal +6% mind Die.at -80.00 life Blind- +34% Disarm- +10% Pinning- +15% Stun/Frz- +10% ---------- misc Infravis +5 See.Stealth +16 See.Invis +16 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +3 Str +2 Dex dps ---------- Phys.pwr +6 (+0 eff.) Dmg.mod +14% cold Melee Ret 12 nature ----- def ----- Armour +6 Resists +28% cold Phys.save +6 (+0 eff.) HP.reg +0.60 Def/telep +15 Res/telep +15% Dur/telep +15% Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+0 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+1 eff.) ---------- misc Vim/ret +0.00 Vim/melee +0.00 Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.0 Pwr.cost 9 out of 50/50. Range 6 Travel.spd instantaneous Is a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 94 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +10% acid +10% light Melee Ret 8 acid On Hit (Melee): * 30% chance to blind * 30% chance to corrode armour by 30% ----- def ----- Resists +6% acid Phys.save +9 (+0 eff.) Spell.save +9 (+0 eff.) Mind.save +9 (+1 eff.) ---------- misc Vim/ret +0.00 Vim/melee +0.00 Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% physical +15% nature +15% darkness On Hit (Melee): * 33% chance to inflict 15% damage reduction ----- def ----- Resists +9% lightning +12% physical +12% blight +12% fire +16% temporal Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Phys.pwr +8 (+1 eff.) Dmg.mod +12% nature Res.pen +10% physical Melee Ret 12 physical ----- def ----- Resists +24% nature Phys.save +18 (+0 eff.) Mind.save +30 (+3 eff.) Stun/Frz- +10% Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Con ----- def ----- Resists +5% arcane +3% cold Phys.save +4 (+0 eff.) ---------- misc Vim/ret +0.00 Vim/melee +0.00 Light +3 Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.pwr +11 (+1 eff.) Dmg.mod +18% fire +9% nature +9% light Res.pen +25% fire Melee Ret 24 nature ----- def ----- Resists +9% light +12% fire ---------- misc Light +3 Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- S.pwr/crit +4 Dmg.mod +6% blight Res.pen +10% arcane Melee Ret 16 blight ----- def ----- Resists +12% mind HP.reg +3.20 Stun/Frz- +38% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.16 Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Res.pen +10% fire ----- def ----- Armour +4 Resists +15% blight +5% physical +12% fire Crit.dmg- 15.00% Disease- +40% Silence- +38% ---------- misc Mana/turn +0.27 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% blight +30% arcane +9% mind Res.pen +20% arcane ----- def ----- Resists +12% blight +15% mind Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +7 (+1 eff.) Dmg.mod +21% arcane Melee Ret 12 arcane 8 blight ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/s.crit +2.00 Light +2 Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+0 eff.) Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +20% darkness Spell.save +6 (+0 eff.) Rings can have magical properties. |
![]() 3.0 T3 battleaxe 2H weapon [Unique] Master Power 164% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical 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 (+0 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
![]() 3.0 T4 battleaxe 2H weapon [Unique] Master Power 175% Range: 1.5x Uses 40% Wil, 50% Mag, 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +25 Crit +25.0% Atk.spd 100% On Crit: * decapitate a weakened target While equipped: dps ---------- Crit.mult +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
![]() 3.0 T4 battleaxe 2H weapon [Random Unique] Nature/Master/Psionic Power 154% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% Melee+ +68 insidious poison On Hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Dmg.mod +13% physical Res.pen +14% physical Apr +14 ----- def ----- Armour +4 Resists +6% lightning +3% cold +6% nature Knockbk- +5% Massive two-handed battleaxes. |
![]() 3.0 T1 battleaxe 2H weapon [Ego] Arcane/Psionic Power 111% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +10 Crit +4.5% Atk.spd 100% Phasing +21% Melee+ +9 mind On Hit: * 16% chance to cause random gloom While equipped: Stats +2 Cun +3 Wil Massive two-handed battleaxes. |
![]() 1.0 T3 dagger 1H weapon [Random Unique] Master Power 111% Range: 1.3x Uses 40% Wil, 45% Cun, 50% Mag 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Dmg.mod +4% physical Res.pen +10% physical Acc +16 (+4 eff.) Apr +15 ----- def ----- Defense +7 (+1 eff.) Resists +9% cold Phys.save +33 (+0 eff.) Mind.save +9 (+1 eff.) Disarm- +22% Pinning- +10% Stun/Frz- +5% Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Rare] Arcane Power 116% Range: 1.3x Uses 40% Wil, 45% Cun, 50% Mag 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +12 lightning On Crit.r2 +12 fire On Hit: * 25% chance for lightning to arc to a second target While equipped: Stats +7 Cun +6 Mag dps ---------- Melee Ret 20 fire Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Rare] Master Power 115% Range: 1.3x Uses 40% Wil, 45% Cun, 50% Mag 45% Dex Dmg Blight Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +16 lightning On Hit.r1 +8 blight On Crit.r2 +24 blight While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +25% blight Acc +9 (+2 eff.) Melee Ret 8 blight ----- def ----- Defense +9 (+2 eff.) Disarm- +28% Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Rare] Arcane Power 107% Range: 1.3x Uses 40% Wil, 45% Cun, 50% Mag 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 arcane +6 temporal On Hit.r1 +12 arcane On Crit.r2 +8 arcane While equipped: dps ---------- Dmg.mod +6% fire Res.pen +10% arcane Melee Ret 8 temporal ----- def ----- Resists +7% temporal Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Rare] Nature Power 105% Range: 1.3x Uses 40% Wil, 45% Cun, 50% Mag 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +12 darkness On Crit.r2 +9 fire On Hit: * 40% chance to corrode armour by 30% While equipped: dps ---------- All.spd +2% Dmg.mod +12% acid Res.pen +25% darkness +8% fire On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +12% acid Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Unique] Nature Power 150% Range: 1.3x Uses 40% Wil, 65% Cun, 50% Mag 35% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Crit: * inflicts pinning spydric poison upon the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +5 Hardiness +5% ---------- misc Light -2 Creeping Darkness: Level 3.0 Pwr.cost 6 out of 40/40. Range 5 Travel.spd instantaneous Is a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 168.24 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
![]() 1.0 T5 dagger 1H weapon [Random Unique] Nature/Master/Psionic Power 147% Range: 1.3x Uses 40% Wil, 45% Cun, 50% Mag 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +13.0% Atk.spd 100% Phasing +40% On Crit.r2 +4 mind On Hit: * 28% chance to daze at end of turn * 20% chance to torment the target While equipped: Stats +10 Str +4 Dex +4 Mag +4 Wil +5 Cun +4 Con dps ---------- Crit.mult +3.00% Dmg.mod +3% arcane +10% physical Res.pen +12% lightning +12% mind +12% darkness Acc +12 (+3 eff.) ----- def ----- HP.reg +0.40 Heal.mod +15% ---------- misc Stam/ret +2.00 Max.psi +30.00 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Random Unique] Arcane/Master/Psionic Power 150% Range: 1.3x Uses 40% Wil, 45% Cun, 50% Mag 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +4 darkness On Hit.r1 +16 fire On Hit: * 20% chance to inflict 15% damage reduction * 20% chance to torment the target While equipped: Stats +4 Str +3 Dex +1 Con dps ---------- Crit.mult +6.00% Dmg.mod +21% physical Res.pen +12% mind +12% darkness Acc +12 (+3 eff.) ----- def ----- Die.at -60.00 life Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/ret +2.00 Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 121% Range: 1.3x Uses 40% Wil, 45% Dex, 50% Mag 45% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +10 blight +10 fire burn On Crit.r2 +20 infective blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 129% Range: 1.3x Uses 40% Wil, 45% Dex, 60% Mag 45% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 2.0 Pwr.cost 2 out of 10/10. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of darkness, doing 648.73 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 1.0 T3 dagger 1H weapon [Random Unique] Arcane/Master/Psionic Power 122% Range: 1.3x Uses 40% Wil, 45% Cun, 50% Mag 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +5 acid On Hit: * 40% chance to daze at end of turn * 20% chance to torment the target On Crit: * cripple the target * splashes the target with acid While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +9% fire Res.pen +6% mind +4% darkness Melee Ret 12 lightning ----- def ----- Resists +6% fire Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Ego] Nature/Psionic Power 104% Range: 1.3x Uses 40% Wil, 45% Dex, 50% Mag 45% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 temporal +6 darkness +6 nature Against +6% Living Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Ego] Arcane Power 99% Range: 1.3x Uses 40% Wil, 45% Dex, 50% Mag 45% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +4 blight On Hit: * 4% chance to disease Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Random Unique] Nature/Disrupt/Master Power 146% Range: 1.3x Uses 40% Wil, 45% Cun, 50% Mag 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Against +24% Unnatural On Crit.r2 +20 ice On Crit: * cripple the target While equipped: Stats +4 Wil dps ---------- Phys.crit +9.0% Res.pen +9% cold ----- def ----- Armour +22 Resists +3% cold Mind.save +10 (+1 eff.) Pinning- +5% Stun/Frz- +10% Sharp, short and deadly. |
![]() 5.0 T4 greatmaul 2H weapon [Unique] Nature/Master/Psionic Power 168% Range: 1.5x Uses 110% Wil, 50% Mag, 70% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Melee+ +14 insidious poison +23 mind On Hit: * 21% chance to cause random gloom * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +2 Cun +5 Wil dps ---------- Phys.crit +6.0% Mind.crit +5% Mind.pwr +15 (+2 eff.) Dmg.mod +10% mind +10% physical ---------- misc Psi/turn +0.10 Hate/m.crit +3.00 Talents +3 Dream Smith's Hammer +3 Hammer Toss Cooldown Hammer Toss -2 A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
![]() 5.0 T3 greatmaul 2H weapon [Rare] Nature Power 154% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Melee+ +52 insidious poison +12 darkness On Hit: * 40% chance to inflict 15% damage reduction * 45% chance to cause random gloom While equipped: dps ---------- Dmg.mod +18% darkness Res.pen +15% darkness Melee Ret 16 mind 12 darkness ----- def ----- Resists +12% darkness Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Unique] Steamtech Power 182% Range: 1.5x Uses 40% Wil, 50% Mag, 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +17 Crit +20.0% Atk.spd 100% On Crit.r2 +75 physical +75 fire While equipped: Stats +5 Cun +5 Str ---------- misc Talents +1 Rocket Smash The discovery of rockets has proved incredibly dangerous. It is not always clear for whom. |
![]() 5.0 T3 greatmaul 2H weapon [Unique] Master Power 160% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +15 Crit +3.0% Atk.spd 100% On Hit: 15% Sunder Armour 3 While equipped: dps ---------- Acc +20 (+4 eff.) ----- def ----- Pinning- +100% Knockbk- +100% Fearless Cleave: Level 3.0 Pwr.cost 5 out of 18/18. Range melee/personal Travel.spd instantaneous Description: Take a step toward your foes using the momentum to cleave all creatures in a 3 wide arc in front of you for 155% weapon damage. If you failed to move the damage is instead 78%. A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable. |
![]() 5.0 T5 greatmaul 2H weapon [Unique] Arcane/Master Power 193% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +7 Crit +4.0% Atk.spd 100% Melee+ +30 fire On Hit: 10% Flameshock 3 While equipped: dps ---------- Dmg.mod +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
![]() 5.0 T3 greatmaul 2H weapon [Rare] Psionic Power 154% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% On Crit.r2 +12 fire On Hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Res.pen +25% light Melee Ret 20 light ----- def ----- Resists +15% lightning +12% fire +12% cold Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Random Unique] Arcane/Psionic Power 182% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Melee+ +20 light +23 mind Against +33% Undead On Hit: * 49% chance to cause random gloom * 25% chance to put talents on cooldown While equipped: Stats +8 Wil +3 Cun +5 Con dps ---------- Dmg.mod +18% fire ----- def ----- Crit.dmg- 10.00% Massive two-handed mauls. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Master Power 172% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +22 Crit +10.0% Atk.spd 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con ---------- misc Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 179% Range: 1.6x Uses 40% Wil, 115% Str, 50% Mag 20% Con Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 339 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con ---------- misc Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 7 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 182% Range: 1.6x Uses 40% Wil, 60% Mag, 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +18 Crit +20.0% Atk.spd 100% HP.leech +5% On Hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. While equipped: Stats +10 Str +8 Mag +5 Con ---------- misc Cooldown Draining Assault -1 Abduction -1 Detonating Charge -1 Masteries +0.10 Corruption/Torture +0.20 Corruption/Brutality +0.20 Corruption/Wrath Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
![]() 12.0 T3 greatsword 2H weapon [Unique] Psionic Power 161% Range: 1.6x Uses 40% Wil, 50% Mag, 129% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
![]() 3.0 T4 greatsword 2H weapon [Unique] Arcane/Master Power 180% Range: 1.6x Uses 40% Wil, 50% Mag, 125% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +10.0% Atk.spd 100% HP.leech +8% Dmg.conv 50% fire burn While equipped: Stats +3 Cun +5 Str dps ---------- Dmg.mod +10% darkness +15% fire ----- def ----- Resists +15% fire Accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage. Uses 3 power out of 25/25 This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
![]() 3.0 T4 greatsword 2H weapon [Unique] Master Power 172% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +19 Crit +10.0% Atk.spd 100% Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con ----- def ----- D.Red.from +20% Living ---------- misc Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed weapons +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
![]() 3.0 T3 greatsword 2H weapon [Rare] Master Power 146% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +16 fire On Crit.r2 +16 fire On Crit: * cripple the target While equipped: dps ---------- Phys.crit +16.0% Dmg.mod +15% fire Res.pen +5% light On Hit (Melee): * 30% chance to blind ---------- misc Light +2 Massive two-handed swords. |
![]() 3.0 T1 greatsword 2H weapon [Rare] Master Power 112% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% On Hit: * Slows global speed by 40% While equipped: Stats +3 Con dps ---------- Phys.pwr +10 (+1 eff.) Res.pen +10% physical Melee Ret 20 fire On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +6% lightning +6% fire Spell.save +30 (+0 eff.) Disarm- +20% Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Random Unique] Arcane/Psionic Power 175% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +33 blight On Hit.r1 +21 fire On Hit: * 27% chance to disease * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: ----- def ----- Armour +12 Resists +3% mind Die.at -20.00 life Disarm- +10% Massive two-handed swords. |
![]() 4.0 T1 longbow 2H weapon Reqs Shoot [Unique] Master Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Atk.spd 133% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+3 eff.) Steady Shot: Level 2.0 Pwr.cost 2 out of 8/8. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 151% damage with a 24% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
![]() 3.0 T4 longsword 1H weapon [Unique] Arcane Power 150% Range: 1.4x Uses 40% Wil, 70% Mag, 90% Str Dmg Physical 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 2 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Rethread the timeline, dealing 184.93 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. |
![]() 3.0 T5 longsword 1H weapon [Unique] Arcane Power 157% Range: 1.4x Uses 40% Wil, 60% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +7 Crit +6.0% Atk.spd 100% HP.leech +5% Dmg.conv 50% blight On Hit: * 15% chance to animate a bleeding foe's blood While equipped: dps ---------- Spell.crit +8% Spell.pwr +21 (+2 eff.) Dmg.mod +15% blight +15% physical ---------- misc Max.vim +25.00 Telepathy Undead/Blood Bleeding Edge: Level 4.0 Pwr.cost 5 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
![]() 3.0 T4 longsword 1H weapon [Rare] Arcane Power 142% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% On Hit.r1 +8 temporal +14 fire On Crit.r2 +8 temporal While equipped: dps ---------- Dmg.mod +6% arcane Res.pen +20% fire Melee Ret 8 arcane 16 fire On Hit (Melee): * 49% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% temporal Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Random Unique] Nature/Disrupt/Master Power 154% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +20 temporal +39 nature On Hit: * 45% chance to daze at end of turn * 25% chance to remove a magical effect On Crit: * cripple the target While equipped: dps ---------- Phys.crit +15.0% Dmg.mod +3% mind ----- def ----- Heal/summ +56 ---------- misc Equi/ret +0.12 Max.hate +6.00 Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Power 162% Range: 1.4x Uses 40% Wil, 75% Mag, 80% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +7 Crit +5.0% Atk.spd 100% Dmg.conv 30% light Against +25% Undead +25% Demon While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+1 eff.) Dmg.mod +18% light Res.pen +25% light ---------- misc Light +2 Cooldown Healing Light -2 Suncloak -3 Providence -4 Barrier -2 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Invoke dawn, inflicting 613.81 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 8 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
![]() 3.0 T2 longsword 1H weapon [Rare] Master Power 113% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 lightning On Hit.r1 +8 lightning +16 arcane While equipped: Stats +4 Con dps ---------- Phys.pwr +9 (+1 eff.) Dmg.mod +9% arcane +12% lightning Res.pen +5% lightning +9% physical +15% arcane ----- def ----- Disarm- +20% Sharp, long, and deadly. |
![]() 3.0 T2 longsword 1H weapon [Rare] Master Power 110% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +16 acid On Hit: * 40% chance to cause random gloom While equipped: dps ---------- Dmg.mod +7% physical Res.pen +10% acid +8% physical Apr +6 On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +3% acid Sharp, long, and deadly. |
![]() 3.0 T2 longsword 1H weapon [Rare] Arcane Power 114% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +9 lightning On Hit: * 25% chance for lightning to arc to a second target While equipped: dps ---------- Dmg.mod +12% fire Res.pen +10% fire Melee Ret 8 blight On Hit (Melee): * 20% chance to disease ----- def ----- Resists +6% blight +12% fire ---------- misc Mana/turn +0.00 Sharp, long, and deadly. |
![]() 3.0 T2 longsword 1H weapon [Rare] Master Power 108% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +16 darkness On Hit.r1 +16 arcane +4 fire On Crit.r2 +8 arcane While equipped: dps ---------- Dmg.mod +12% darkness Acc +9 (+2 eff.) ----- def ----- Defense +9 (+2 eff.) Resists +6% darkness +9% fire Disarm- +32% Sharp, long, and deadly. |
![]() 3.0 T2 longsword 1H weapon [Rare] Disrupt Power 107% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Mind Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 nature +16 mind On Hit: * 40% chance to cause random gloom * 25% chance to remove a magical effect While equipped: dps ---------- Melee Ret 12 lightning ----- def ----- Resists +15% mind Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon [Random Unique] Master Power 155% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +16 darkness On Hit.r1 +12 darkness On Hit: * 20% chance to inflict 15% damage reduction While equipped: dps ---------- Dmg.mod +6% acid +11% physical Res.pen +20% physical Acc +12 (+3 eff.) Apr +21 ----- def ----- Resists +3% darkness +6% acid Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Unique] Arcane Power 149% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +10 Crit +10.0% Atk.spd 100% Melee+ +25 ice On Hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 151.44 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. While equipped: dps ---------- Dmg.mod +20% cold Melee Ret 40 ice ----- def ----- Resists +25% cold Ice.pen +35% No Winter Storm Active Precipitate ice walls (lasting 10 turns) within your Winter Storm's area. Uses 7 power out of 40/40 The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
![]() 3.0 T1 longsword 1H weapon [Ego] Master Power 113% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: ---------- misc Mana/turn +0.00 Sharp, long, and deadly. |
![]() 3.0 T2 longsword 1H weapon [Rare] Arcane Power 111% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +11 lightning On Crit.r2 +12 physical On Hit: * 25% chance for lightning to arc to a second target While equipped: dps ---------- Crit.mult +6.00% Res.pen +15% blight Melee Ret 16 physical ----- def ----- Defense +9 (+2 eff.) Rng.Def +9 (+2 eff.) Die.at -80.00 life Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Rare] Psionic Power 151% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +20 darkness Against +20% Living While equipped: dps ---------- Mind.crit +2% ----- def ----- Armour +4 Resists +9% blight Die.at -80.00 life Stun/Frz- +20% Teleport- +10% ---------- misc Equi/ret +0.16 Max.hate +6.00 Telepathy Demon/Minor Demon/Major Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Rare] Psionic Power 152% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +19 darkness Against +15% Living While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +15% lightning ----- def ----- Armour +6 Blind- +25% Cut- +10% Silence- +25% Disarm- +20% Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon [Random Unique] Nature/Master Power 154% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Blight Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 111% Melee+ +19 nature +20 temporal On Crit: * cripple the target While equipped: Stats +7 Dex dps ---------- Phys.crit +15.0% Dmg.mod +6% arcane Res.pen +5% arcane Acc +12 (+3 eff.) Melee Ret 8 light On Hit (Melee): * 33% chance to blind * 20% chance to disease ----- def ----- Resists +3% light Blunt and deadly. |
![]() 3.0 T2 mace 1H weapon [Random Unique] Arcane/Master Power 102% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Arcane Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +8 lightning +7 acid On Hit: * 25% chance for lightning to arc to a second target On Crit: * splashes the target with acid While equipped: dps ---------- Dmg.mod +15% arcane Acc +7 (+2 eff.) ----- def ----- Defense +6 (+1 eff.) Disarm- +23% Def/telep +10 Res/telep +10% Dur/telep +10% Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Unique] Psionic Power 162% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% On Hit.r1 +50 lightning +50 physical On Crit.r2 +100 lightning +100 physical Perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage. Uses 14 power out of 60/60 Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
![]() 3.0 T3 mace 1H weapon [Rare] Master Power 131% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +6% darkness +30% lightning Res.pen +10% lightning +15% darkness Acc +6 (+2 eff.) Melee Ret 20 darkness 8 lightning ----- def ----- Defense +10 (+2 eff.) Resists +6% lightning Disarm- +37% Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Random Unique] Arcane/Master Power 157% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Light Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% Melee+ +20 blight +25 cold On Hit: 10% Epidemic 5 On Hit: * 20% chance to disease While equipped: Stats +2 Wil +1 Mag dps ---------- Phys.crit +6.0% Spell.crit +3% Res.pen +14% physical Acc +14 (+3 eff.) Apr +17 ----- def ----- Resists +1% physical Phys.save +6 (+0 eff.) Max.HP +50.00 Disease- +35% Blunt and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Rare] Nature This natural mindstar summons a caller. Power 85% Range: 1.1x Uses 75% Wil, 50% Mag, 15% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +6 Str dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Dmg.mod +9% physical Apr +4 ----- def ----- Resists +6% lightning Phys.save +9 (+0 eff.) Blind- +10% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic This psionic mindstar has an epiphany about dreams. Power 85% Range: 1.1x Uses 75% Wil, 50% Mag, 15% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +19 Crit +3.0% Atk.spd 100% Melee+ +12 acid On Crit.r2 +8 acid While equipped: dps ---------- Mind.crit +5% Mind.pwr +6 (+1 eff.) Dmg.mod +7% mind +3% nature ----- def ----- Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Resists +5% blight Heal.mod +12% Heal/summ +12 Disease- +10% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic This natural venom should be returned to the wyrm. Power 114% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Phasing +10% While equipped: dps ---------- Mind.crit +5% Crit.mult +6.00% Mind.pwr +22 (+3 eff.) Dmg.mod +17% acid +3% blight Res.pen +16% acid +5% physical Melee Ret 15 acid ----- def ----- Resists +17% acid Die.at -91.00 life HP.reg +1.90 ---------- misc Mana/s.crit +1.00 Hate/kill +5.00 Psi/kill +5.00 Masteries +0.20 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 346.08 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 5 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon [Random Unique] Nature/Psionic This psionic mindstar dreams of an epiphany. Power 95% Range: 1.1x Uses 80% Wil, 50% Mag, 20% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit.r1 +4 mind While equipped: Stats +5 Cun dps ---------- Mind.crit +4% Crit.mult +23.00% Mind.pwr +6 (+1 eff.) ----- def ----- Resists +14% mind +3% darkness Mind.save +20 (+2 eff.) ---------- misc Max.psi +33.00 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. |
![]() 3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 85% Range: 1.1x Uses 75% Wil, 50% Mag, 15% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +20 fire While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) S.pwr/crit +4 Dmg.mod +15% blight Phasing +30% ----- def ----- Mind.save +4 (+0 eff.) ---------- misc Max.mana +80.00 Max.psi +24.00 Max.vim +40.00 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. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Disrupt/Psionic This psionic mindstar has an epiphany about dreams. Power 116% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +8 light On Crit.r2 +8 light While equipped: dps ---------- Mind.crit +9% Mind.pwr +14 (+2 eff.) Dmg.mod +5% acid +7% nature +6% light +14% mind Res.pen +5% nature On Melee Ret: * Slows global speed by 8% ----- def ----- Resists +3% nature ---------- misc Equi/ret +1.20 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 84% Range: 1.1x Uses 75% Wil, 50% Mag, 15% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit.r1 +16 blight On Crit.r2 +20 blight On Hit: * 40% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +3 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Res.pen +5% blight Melee Ret 20 blight ----- def ----- Phys.save +4 (+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. |
![]() 3.0 T3 mindstar 1H weapon [Random Unique] Nature/Psionic This psionic mindstar has an epiphany about dreams. This psionic mindstar dreams of an epiphany. Power 95% Range: 1.1x Uses 80% Wil, 50% Mag, 20% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Phasing +40% Melee+ +8 blight While equipped: Stats +4 Cun dps ---------- Mind.crit +4% Crit.mult +13.00% Mind.pwr +8 (+1 eff.) Dmg.mod +7% mind +6% arcane ----- def ----- Resists +13% mind Mind.save +4 (+0 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. |
![]() 3.0 T1 mindstar 1H weapon [Unique] Nature Power 92% Range: 1.1x Uses 70% Wil, 50% Mag, 10% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 2 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 211.58 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
![]() 3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 85% Range: 1.1x Uses 75% Wil, 50% Mag, 15% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +26 Crit +3.0% Atk.spd 100% Phasing +10% Melee+ +16 physical While equipped: Stats +1 Str +2 Con dps ---------- Mind.crit +2% Crit.mult +6.00% Mind.pwr +4 (+1 eff.) ----- def ----- Mind.save +4 (+0 eff.) ---------- misc Max.stam +10.00 Max.psi +26.00 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. |
![]() 4.0 T3 sling 1H weapon Reqs Shoot [Random Unique] Nature/Master Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Blight Acc+ +0.1% dam / acc Atk.spd 125% Range +8 Ranged+ +16 fire On Crit.r2 +2 temporal While equipped: dps ---------- Phys.crit +3.0% All.spd +2% Dmg.mod +9% blight +11% physical +6% temporal Res.pen +10% physical +7% fire Acc +7 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon Reqs Shoot [Ego++] Arcane Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Atk.spd 125% Range +10 On Hit: 10% Shoot 1 While equipped: dps ---------- Res.pen +25% physical Phasing +60% Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T4 staff 2H weapon [Rare] Arcane Power 129% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% Phasing +60% Melee+ +32 blight On Hit.r1 +16 acid On Hit: * 54% chance to daze at end of turn While equipped: Stats +3 Mag dps ---------- Spell.crit +4% Spell.pwr +12 (+1 eff.) S.pwr/crit +4 Dmg.mod +25% darkness Melee Ret 12 blight 12 lightning ----- def ----- Armour +7 Hardiness +10% Resists +18% acid Phys.save +10 (+0 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Rare] Arcane Power 132% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +16 mind While equipped: dps ---------- Spell.crit +3% Spell.pwr +12 (+1 eff.) Dmg.mod +27% arcane +15% mind ----- def ----- Defense +6 (+1 eff.) Rng.Def +6 (+1 eff.) Resists +9% darkness Phys.save +39 (+0 eff.) Confus- +10% Pinning- +45% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Nature/Master Power 137% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Slows global speed by 49% While equipped: Stats +13 Con dps ---------- Phys.crit +13.0% Spell.crit +5% Crit.mult +20.00% Spell.pwr +34 (+4 eff.) Dmg.mod +30% darkness On Hit (Melee): * Slows global speed by 15% * 30% chance to inflict 15% damage reduction ----- def ----- Resists +9% fire +3% light +6% darkness Spell.save +10 (+0 eff.) HP.reg +3.80 Heal.mod +56% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Unique] Arcane It desires to be surrounded by undeath. Power 150% Range: 1.2x Uses 180% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +12 Atk.spd 100% While equipped: dps ---------- Spell.crit +14% Spell.pwr +28 (+3 eff.) Dmg.mod +26% darkness ---------- misc Masteries +0.20 Spell/Necrotic minions +0.20 Celestial/Star fury +0.10 Spell/Advanced necrotic minions This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 121% Range: 1.2x Uses 200% Mag, 40% Wil Dmg Cold Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+1 eff.) Dmg.mod +20% lightning +20% fire +20% arcane +20% cold ---------- misc Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 This unique-looking staff is carved with runes of destruction. |
![]() 5.0 T5 staff 2H weapon [Rare] Nature Power 137% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical 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 +15% lightning +30% fire Res.pen +20% fire On Hit (Melee): * 20% chance to blind ----- def ----- Defense +13 (+3 eff.) Resists +4% physical +9% light +9% cold Phys.save +15 (+0 eff.) Die.at -108.00 life Disarm- +40% Pinning- +30% ---------- misc Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 2 cooldown Level 1.0 Pwr.cost 2 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 337.61 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Rare] Nature Power 100% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% Melee+ +4 acid +20 lightning While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+0 eff.) Dmg.mod +6% lightning +10% fire On Hit (Melee): * 6% chance to blind ----- def ----- Defense +6 (+1 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 2 cooldown Level 1.0 Pwr.cost 2 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 337.61 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 1H weapon [Random Unique] Arcane/Master Power 126% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +6 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Str +1 Dex dps ---------- Phys.crit +7.0% Spell.crit +6% Crit.mult +10.00% Phys.pwr +10 (+1 eff.) Spell.pwr +21 (+2 eff.) Dmg.mod +23% darkness Acc +12 (+3 eff.) ----- def ----- Phys.save +9 (+0 eff.) ---------- misc Mana/turn +0.14 Max.mana +59.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 1H weapon [Rare] Master Power 137% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +12 Crit +5.0% Atk.spd 100% Phasing +60% While equipped: Stats +5 Con dps ---------- Spell.crit +5% Spell.pwr +15 (+2 eff.) Dmg.mod +18% darkness +30% acid Res.pen +15% darkness Melee Ret 20 acid ----- def ----- Resists +9% acid +6% physical Phys.save +40 (+0 eff.) Die.at -100.00 life ---------- misc Stam/turn +1.60 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Rare] Arcane Power 121% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% On Hit.r1 +8 blight On Crit.r2 +16 acid On Hit: * 40% chance to disease While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+1 eff.) Dmg.mod +6% blight +20% fire Res.pen +15% acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +9% blight ---------- misc Mana/turn +0.24 Max.mana +67.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 T1 steamgun 1H weapon Reqs Shoot Steam Pool [Unique] Steamtech Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Dmg.mult 100% Range +5 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Ranged+ 10 fire burn "Have you ever looked at some guys and thought 'you know, I really wish they were on fire right now', but you didn't feel like walking all the way over there? Well, there's now a better way!" |
![]() 3.0 T1 trident 2H weapon [Unique] Arcane Power 126% Range: 1.4x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+1 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+2 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 18 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 53.66 cold damage and 51.72 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 8 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Arcane/Master/Psionic Power 148% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +17 Crit +9.0% Atk.spd 100% Phasing +60% Melee+ +20 darkness Against +20% Living On Hit.r1 +8 blight On Crit.r2 +12 blight While equipped: Stats +2 Dex +1 Con dps ---------- Dmg.mod +9% lightning Res.pen +14% physical Acc +15 (+3 eff.) Apr +15 On Hit (Melee): * 41% chance to daze at end of turn ----- def ----- Armour +6 Heal.mod +10% One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Master Power 112% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Dmg.mod +12% mind +18% temporal Res.pen +20% temporal Acc +7 (+2 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +8 (+2 eff.) Resists +6% mind Disarm- +26% One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Master Power 105% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 darkness While equipped: Stats +2 Str dps ---------- Dmg.mod +7% physical Acc +7 (+2 eff.) Melee Ret 12 darkness ----- def ----- Armour +6 Silence- +10% Stun/Frz- +25% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/ret +0.60 One-handed war axes. |
![]() 3.0 T1 waraxe 1H weapon [Rare] Nature Power 106% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +6 nature +6 temporal While equipped: dps ---------- Mind.crit +1% Mind.pwr +4 (+1 eff.) ----- def ----- Heal/summ +30 ---------- misc Max.hate +2.00 One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Arcane Power 102% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 light Against +11% Undead On Hit.r1 +8 mind While equipped: dps ---------- Mind.pwr +8 (+1 eff.) Dmg.mod +18% light Res.pen +15% light ---------- misc Equi/ret +0.16 One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Arcane Power 111% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +12 arcane On Hit.r1 +11 fire On Crit.r2 +4 arcane While equipped: dps ---------- Dmg.mod +9% blight +3% arcane Res.pen +25% blight ----- def ----- Resists +5% arcane One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Random Unique] Arcane Power 139% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +24 lightning On Hit: * 25% chance for lightning to arc to a second target * Random elemental explosion While equipped: Stats +1 Str +4 Mag dps ---------- Spell.pwr +4 (+1 eff.) Res.pen +9% acid +15% fire +9% lightning +13% cold Phasing +30% Melee Ret 12 blight ---------- misc Max.mana +40.00 Infravis +1 One-handed war axes. |
![]() 3.0 T1 whip 1H weapon [Unique] Arcane Power 115% Range: 1.1x Uses 40% Wil, 50% Mag, 100% Dex Dmg Physical 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 (+2 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 41.94 to 125.83 lightning damage (based on Magic and Dexterity). Uses 3 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Spell.pwr +6 (+1 eff.) S.pwr/crit +6 Res.pen +20% blight Phasing +20% Melee Ret 8 blight ----- def ----- Max.HP +54.00 ---------- misc Mana/turn +0.16 Mana/s.crit +3.00 Vim/s.crit +5.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Unique] Arcane/Steamtech While equipped: Stats +3 Cun dps ---------- Steampwr +5 (+1 eff.) ----- def ----- Phys.save +10 (+0 eff.) Spell.save +10 (+0 eff.) Generate a personal shield that absorbs up to 346 damage and damages attackers striking the wearer for 88 fire damage while it lasts (based on Cunning). Uses 6 power out of 24/24 This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier. |
![]() 1.0 T3 belt armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +3% mind Res.pen +5% nature Melee Ret 16 mind 8 nature ----- def ----- Fatigue -12% Resists +3% nature Mind.save +7 (+1 eff.) Max.HP +64.00 ---------- misc Max.enc +58 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Arcane While equipped: ----- def ----- Armour +4 Defense +9 (+2 eff.) Rng.Def +9 (+2 eff.) Resists +11% light +6% blight +8% darkness +5% arcane +15% mind Disease- +15% Confus- +25% A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% Res.pen +15% darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +11% lightning +11% temporal Mind.save +32 (+3 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +10.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Disrupt While equipped: Stats +3 Dex ----- def ----- Resists +29% acid +22% blight Phys.save +12 (+0 eff.) Max.HP +40.00 HP.reg +0.40 ---------- misc Stam/turn +0.80 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +3 (+0 eff.) ----- def ----- Resists +6% light +6% darkness Mind.save +5 (+1 eff.) A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Rare] Arcane While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.crit +8% Dmg.mod +6% lightning +12% fire Melee Ret 12 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Defense +3 (+1 eff.) Resists +9% lightning +24% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +30% arcane +18% temporal Res.pen +25% temporal ----- def ----- Defense +2 (+0 eff.) Resists +5% arcane +6% temporal Mind.save +11 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Random Unique] Arcane/Psionic While equipped: Stats +4 Mag +9 Wil +3 Cun dps ---------- Spell.crit +6% Mind.crit +6% Dmg.mod +9% mind Melee Ret 16 mind ----- def ----- Defense +8 (+2 eff.) Rng.Def +6 (+1 eff.) ---------- misc Stam/turn +0.40 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +9 Str +4 Dex +4 Con dps ---------- Dmg.mod +27% nature Melee Ret 12 darkness On Hit (Melee): * Slows global speed by 33% ----- def ----- Defense +2 (+0 eff.) Resists +6% darkness Crit.dmg- 10.00% Spell.save -19 (+0 eff.) ---------- misc Stam/turn +1.00 Mana/turn -0.40 Telepathy Dragon Demon/Major Demon/Minor Masteries +0.40 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +7 Cun +4 Wil dps ---------- Crit.mult +10.00% ----- def ----- Defense +9 (+2 eff.) Resists +18% light +19% fire Mind.save +48 (+5 eff.) Stealth +11 ---------- misc Psi/ret +0.12 Max.psi +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +25% darkness +12% arcane Res.pen +16% darkness Melee Ret 20 arcane ----- def ----- Defense +3 (+1 eff.) Resists +5% physical +9% temporal +15% light +36% darkness Crit.dmg- 10.00% Phys.save +9 (+0 eff.) Spell.save +12 (+0 eff.) Stealth +25 Blind- +15% Silence- +20% Stun/Frz- +10% Knockbk- +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +7 (+1 eff.) Phys.save +6 (+0 eff.) Spell.save +5 (+0 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. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% mind ----- def ----- Defense +1 (+0 eff.) Resists +12% nature +12% blight Mind.save +15 (+2 eff.) HP.reg +1.40 Heal.mod +13% Heal/summ +50 ---------- misc Psi/ret +0.20 Telepathy Humanoid/Orc A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 cloth armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +21% mind Melee Ret 8 mind 8 nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +12% mind +12% nature A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Phys.pwr +10 (+1 eff.) Spell.pwr +30 (+3 eff.) ----- def ----- Defense +6 (+1 eff.) Spell.save +25 (+0 eff.) Blind- +50% ---------- misc See.Invis +10 On Spell Hit: 5% Blood Grasp 3 On Spell Hit: 5% Soul Rot 3 On Spell Hit: 5% Bone Spear 3 A silk robe, darker than the darkest night sky, it radiates power. |
![]() 2.0 T4 cloth armor [Rare] Arcane While equipped: Stats +3 Wil +4 Mag dps ---------- Spell.pwr +6 (+1 eff.) Dmg.mod +18% darkness Phasing +50% Melee Ret 20 arcane ----- def ----- Defense +3 (+1 eff.) Resists +27% darkness Spell.save +37 (+0 eff.) ---------- misc Max.vim +40.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+2 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+2 eff.) Resists +25% nature Phys.save +15 (+0 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.10 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
![]() 2.0 T4 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +16% fire Res.pen +25% nature +31% fire On Hit (Melee): * 24 arcane resource burn ----- def ----- Defense +3 (+1 eff.) Resists +24% acid +24% fire +6% arcane +12% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Random Unique] Arcane While equipped: Stats +1 Str +4 Mag +4 Wil +2 Con dps ---------- Spell.crit +4% Spell.pwr +14 (+2 eff.) S.pwr/crit +4 Dmg.mod +13% arcane ----- def ----- Defense +2 (+0 eff.) Resists +6% light Spell.save +20 (+0 eff.) Mind.save +10 (+1 eff.) Die.at -20.00 life Silence- +27% ---------- misc Max.mana +30.00 Light +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Unique] While equipped: Revealing, green, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
![]() 2.0 T2 cloth armor [Rare] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +7 (+1 eff.) Dmg.mod +11% darkness +11% physical Res.pen +25% acid +11% physical +9% darkness +10% mind Melee Ret 16 acid ----- def ----- Resists +15% mind +24% acid ---------- misc Max.hate +9.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+2 eff.) Resists +15% acid +12% physical Phys.save +10 (+0 eff.) Send out a range 5 beam of kinetic energy, dealing 87.19 to 108.99 physical damage (based on Willpower and Cunning) with knockback. Uses 3 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 2.0 T4 cloth armor [Random Unique] Arcane While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.pwr +12 (+1 eff.) S.pwr/crit +5 Dmg.mod +32% light +18% temporal On Hit (Melee): * 40% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +3 (+1 eff.) Resists +47% light Silence- +29% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Rare] Arcane While equipped: Stats +5 Dex +4 Wil dps ---------- Spell.pwr +16 (+2 eff.) Dmg.mod +9% mind +14% all Res.pen +15% darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Defense +2 (+0 eff.) Fatigue -12% ---------- misc Telepathy Demon/Minor Demon/Major A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+2 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+3 eff.) Resists +20% lightning Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
![]() 2.0 T4 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +23% darkness +15% temporal Res.pen +25% darkness +33% temporal Melee Ret 8 acid 16 temporal On Hit (Melee): * 40% chance to inflict 15% damage reduction ----- def ----- Defense +3 (+1 eff.) Resists +6% acid +12% temporal +25% darkness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% light +24% lightning Res.pen +20% light ----- def ----- Armour +11 Fatigue +3% Resists +18% lightning ---------- misc Light +3 Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Dex +2 Wil +2 Cun +3 Con dps ---------- Mov.spd +10% Melee Ret 8 light 8 blight On Hit (Melee): * 15% chance to blind ----- def ----- Armour +4 Fatigue -3% Resists +6% light Max.HP +39.00 ---------- misc Stam/turn +0.40 Disengage: Puts all charms on 4 cooldown Level 3.0 Pwr.cost 4 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 168% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T5 feet armor [Rare] Master While equipped: Stats +4 Dex +4 Mag +3 Wil dps ---------- Phys.crit +5.0% Dmg.mod +18% blight Acc +6 (+2 eff.) ----- def ----- Armour +15 Fatigue +5% Resists +10% physical Phys.save +40 (+0 eff.) ---------- misc Max.stam +15.00 Infravis +3 A pair of boots made of leather. |
![]() 3.0 T3 feet armor [Rare] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Dmg.mod +9% blight +6% darkness +6% mind Res.pen +20% darkness +25% mind Melee Ret 20 mind 12 blight ----- def ----- Armour +4 Fatigue +3% Resists +6% mind Blink to a nearby random location (rad 11) Puts all charms on 6 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +18% blight +36% temporal ----- def ----- Armour +24 Fatigue +4% Resists +7% arcane Phys.save +18 (+0 eff.) Spell.save +47 (+0 eff.) Blind- +35% Stun/Frz- +15% ---------- misc Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T5 feet armor [Rare] Master While equipped: Stats +12 Lck +8 Dex dps ---------- Dmg.mod +9% lightning +6% temporal +9% mind Res.pen +30% mind +10% lightning Melee Ret 8 temporal On Hit (Melee): * 53% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Fatigue +5% Resists +9% mind +6% temporal Stealth +12 A pair of boots made of leather. |
![]() 3.0 T3 feet armor [Rare] Arcane While equipped: Stats +10 Mag +7 Wil dps ---------- Spell.crit +4% Dmg.mod +15% arcane Res.pen +25% arcane +15% fire ----- def ----- Armour +4 Fatigue +3% Spell.save +30 (+0 eff.) ---------- misc Mana/turn +0.20 Blink to a nearby random location (rad 11) Puts all charms on 6 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +8 Lck +6 Dex dps ---------- Dmg.mod +18% arcane Res.pen +25% darkness +20% arcane ----- def ----- Armour +3 Fatigue +3% Resists +5% arcane +12% darkness Stealth +8 A pair of boots made of leather. |
![]() 3.0 T3 feet armor [Rare] Master While equipped: ----- def ----- Armour +8 Defense +9 (+2 eff.) Rng.Def +9 (+2 eff.) Fatigue +3% Resists +4% physical +6% blight +11% fire +15% mind +11% cold Crit.dmg- 18.00% Confus- +10% Stun/Frz- +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Mag dps ---------- Phys.crit +6.0% Phys.pwr +6 (+0 eff.) Apr +13 ----- def ----- Armour +5 Fatigue +4% Spell.save +8 (+0 eff.) ---------- misc Spell.cld 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +1 Defense +2 (+0 eff.) Rng.Def +3 (+1 eff.) Fatigue +1% Resists +5% lightning +6% temporal A pair of boots made of leather. |
![]() 3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +8 Fatigue +2% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T5 feet armor [Rare] Master While equipped: Stats +12 Lck +7 Dex dps ---------- Dmg.mod +24% acid +12% temporal Res.pen +20% fire +20% temporal Melee Ret 20 acid 20 temporal On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Fatigue +5% Resists +15% acid +18% temporal Stealth +14 Def/telep +23 Res/telep +23% Dur/telep +23% A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Nature While equipped: Stats +10 Str +2 Dex +4 Mag +5 Cun dps ---------- Mov.spd +10% Dmg.mod +12% lightning ----- def ----- Armour +3 Fatigue -4% Resists +6% lightning Crit.dmg- 15.00% Max.HP +48.00 ---------- misc Stam/turn +0.70 Light +3 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Psionic While equipped: Stats +4 Con +5 Wil dps ---------- Mind.pwr +7 (+1 eff.) Dmg.mod +15% arcane +15% darkness Res.pen +25% arcane +7% physical Melee Ret 20 darkness ----- def ----- Armour +3 Fatigue +3% Blindside: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 35 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Armour +1 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Fatigue +1% A pair of boots made of leather. |
![]() 1.0 T3 hands armor [Rare] Arcane While equipped: Stats +3 Dex +3 Mag +3 Cun +12 Con ----- def ----- Armour +15 Hardiness +11% Fatigue -4% Resists +8% physical ---------- misc See.Invis +6 Unarmed combat: Power 118% Range: 1.1x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +3 Crit +3.0% Atk.spd 167% On Hit.r1 +45 mind On Hit: 5% Stone Touch 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor [Unique] Steamtech While equipped: Stats +5 Cun dps ---------- Melee+ 10 poison ----- def ----- Armour +4 Poison- +20% Unarmed combat: Power 122% Range: 1.4x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +8 Crit +5.0% Atk.spd 125% Melee+ +10 crippling poison Fire a poisonous bolt out to range 6 that deals 32 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 97 addition nature damage over 3 turns (damage based on Cunning). Uses 3 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
![]() 1.0 T5 hands armor [Random Unique] Nature/Master While equipped: Stats +7 Cun +6 Dex dps ---------- Phys.crit +16.0% Spell.crit +18% Mind.crit +14% Crit.mult +11.00% Dmg.mod +6% mind +3% nature Res.pen +10% mind Acc +8 (+2 eff.) Apr +9 Melee Ret 12 nature ----- def ----- Armour +3 Resists +3% nature HP.reg +3.10 ---------- misc Stam/turn +1.00 Psi/turn +0.15 Unarmed combat: Power 139% Range: 1.1x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.2% crit / acc Acc +11 Apr +13 Crit +16.0% Atk.spd 167% On Hit.r1 +8 light On Hit: 15% Perfect Strike 5 On Hit: 10% Second Wind 1 On Crit: 20% Cripple 5 Steady Shot: Puts all charms on 5 cooldown Level 3.0 Pwr.cost 5 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Phys.crit +4.0% Spell.pwr +6 (+1 eff.) Melee+ 5 cold Dmg.mod +4% cold ----- def ----- Armour +1 Resists +6% cold Phys.save +6 (+0 eff.) Die.at -40.00 life ---------- misc Mana/s.crit +2.00 Unarmed combat: Power 111% Range: 1.1x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 167% On Crit.r2 +6 ice On Hit: 10% Ice Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Unarmed combat: Power 145% Range: 1.4x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +10 Crit +10.0% Atk.spd 125% Melee+ +20 arcane On Hit: 10% Greater Weapon Focus 1 On Hit: 10% Displacement Shield 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Unarmed combat: Power 89% Range: 1.1x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +7 Crit +1.0% Atk.spd 167% Melee+ +10 fire Dmg.conv 100% fire On Hit: 30% Flamespit 3 Flamespit: Level 3.0 Pwr.cost 2 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 340.40 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 119% Range: 1.1x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +1 Crit +7.0% Atk.spd 167% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() 1.0 T5 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 14 physical Dmg.mod +7% physical ----- def ----- Armour +13 Resists +9% blight Spell.save +6 (+0 eff.) Mind.save +6 (+1 eff.) Silence- +10% Knockbk- +25% Unarmed combat: Power 127% Range: 1.1x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +5 Crit +5.0% Atk.spd 167% Melee+ +16 acid On Hit.r1 +14 physical On Crit.r2 +20 acid +15 physical On Hit: 10% Sand Breath 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T3 hands armor [Rare] Arcane While equipped: dps ---------- Melee+ 11 blight Dmg.mod +8% blight +18% fire Res.pen +20% mind +25% fire ----- def ----- Armour +2 Resists +8% blight +6% fire Unarmed combat: Power 114% Range: 1.1x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +3 Crit +3.0% Atk.spd 167% Melee+ +8 mind On Crit.r2 +11 blight +8 fire On Hit: 20% Soul Rot 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T3 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +3% Mind.pwr +8 (+1 eff.) ----- def ----- Armour +4 Defense +3 (+1 eff.) Spell.save +8 (+0 eff.) Unarmed combat: Power 126% Range: 1.4x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Apr +12 Crit +8.0% Atk.spd 125% Melee+ +15 silence On Hit: 5% Mana Clash 1 On Hit: 100% Destroy Magic 3 On Hit: * 20 arcane resource burn Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
![]() 1.5 T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Unarmed combat: Power 145% Range: 1.4x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +10 Crit +10.0% Atk.spd 125% Gauntlets. But with steam power! |
![]() 1.0 T5 hands armor [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Melee+ 15 mind 10 cold Dmg.mod +9% cold +9% mind +9% temporal Res.pen +10% lightning On Hit (Melee): * 40% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +8 Resists +9% mind +9% cold Spell.save +6 (+0 eff.) Mind.save +12 (+1 eff.) Max.HP +80.00 Unarmed combat: Power 140% Range: 1.1x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit / acc Acc +11 Apr +5 Crit +5.0% Atk.spd 167% Melee+ +8 blight On Crit.r2 +13 ice +11 mind On Hit: 10% Ice Breath 5 On Hit: 20% Psychic Lobotomy 5 On Hit: 10% Battle Shout 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Rare] Nature While equipped: Stats +5 Wil dps ---------- Melee+ 6 nature Dmg.mod +4% nature Melee Ret 8 temporal ----- def ----- Armour +1 Resists +6% nature Mind.save +20 (+2 eff.) ---------- misc Telepathy Dragon Unarmed combat: Power 96% Range: 1.1x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 167% On Crit.r2 +7 nature On Hit: 10% Poison Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T3 hands armor [Rare] Nature While equipped: Stats +5 Str dps ---------- Melee+ 11 fire Dmg.mod +8% fire Phasing +50% ----- def ----- Armour +8 Resists +7% fire Heal.mod +15% ---------- misc Mana/s.crit +5.00 Unarmed combat: Power 117% Range: 1.4x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +9 Crit +8.0% Atk.spd 125% Melee+ +24 physical On Crit.r2 +11 fire On Hit: 10% Fire Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T3 hands armor [Rare] Psionic While equipped: Stats +6 Str +6 Wil +9 Con dps ---------- Res.pen +20% blight Acc +8 (+2 eff.) ----- def ----- Armour +2 Phys.save +8 (+0 eff.) Mind.save +8 (+1 eff.) Disarm- +38% Unarmed combat: Power 116% Range: 1.1x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit / acc Acc +9 Apr +3 Crit +3.0% Atk.spd 167% On Hit.r1 +16 blight On Hit: 10% Perfect Control 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Melee+ 7 lightning Dmg.mod +5% lightning Res.pen +15% physical Melee Ret 12 mind ----- def ----- Armour +1 Defense +9 (+2 eff.) Rng.Def +9 (+2 eff.) Resists +6% lightning +6% physical Phys.save +20 (+0 eff.) Unarmed combat: Power 104% Range: 1.4x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +2.0% Atk.spd 125% On Crit.r2 +7 lightning On Hit: 10% Lightning Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +10 (+2 eff.) ----- def ----- Armour +1 Unarmed combat: Power 96% Range: 1.1x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit / acc Acc +5 Apr +1 Crit +5.0% Atk.spd 167% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 Unarmed combat: Power 89% Range: 1.1x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 167% Melee+ +4 arcane On Crit.r2 +6 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T5 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Wil +4 Cun +6 Con dps ---------- Mind.crit +2% Crit.mult +15.00% Melee+ 13 physical Dmg.mod +8% physical Res.pen +10% arcane Acc +8 (+2 eff.) ----- def ----- Armour +10 Resists +11% darkness +3% mind Phys.save +19 (+0 eff.) Spell.save +7 (+0 eff.) Mind.save +5 (+1 eff.) Disarm- +32% Knockbk- +5% ---------- misc Infravis +3 Unarmed combat: Power 139% Range: 1.4x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.1% dam / acc Acc +10 Apr +15 Crit +18.0% Atk.spd 125% Melee+ +12 darkness +20 physical On Hit.r1 +13 physical On Crit.r2 +13 physical On Hit: 10% Juggernaut 1 On Hit: 10% Sand Breath 5 On Crit: 10% Dominate 5 Juggernaut: (Instant) Puts all charms on 7 cooldown Level 2.0 Pwr.cost 7 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +27% blight Res.pen +20% darkness On Hit (Melee): * 30% chance to blind * 20% chance to disease ----- def ----- Armour +7 Fatigue +3% Resists +12% blight +6% darkness ---------- misc Infravis +3 A cap made of leather. |
![]() 3.0 T5 head armor [Random Unique] Master While equipped: Stats +6 Str +7 Dex +1 Mag +1 Wil +6 Con dps ---------- Spell.crit +3% S.pwr/crit +4 Dmg.mod +15% blight Res.pen +15% blight +10% arcane ----- def ----- Armour +5 Fatigue +5% Resists +25% darkness Phys.save +37 (+0 eff.) Mind.save +10 (+1 eff.) ---------- misc Infravis +8 Battle Cry: Puts all charms on 7 cooldown Level 10.0 Pwr.cost 7 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 10, lowering their Defense by 70 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +8 Str +11 Dex +3 Con dps ---------- Mind.crit +4% ----- def ----- Armour +3 Fatigue +3% Mind.save +15 (+2 eff.) ---------- misc Max.psi +50.00 Infravis +3 Skullcr.mult +3 A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +7 Str dps ---------- Res.pen +25% acid Melee Ret 12 light On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +3 Fatigue +3% Resists +18% light +6% acid A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +7% Dmg.mod +33% mind Melee Ret 16 mind ----- def ----- Armour +3 Fatigue +3% Resists +16% mind Mind.save +19 (+2 eff.) Confus- +38% ---------- misc Equi/ret +0.12 Psi/ret +0.12 Max.psi +30.00 Light +3 A hat made of leather. Very stylish. |
![]() 3.0 T1 head armor [Rare] Master While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% darkness Res.pen +15% darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +3 Fatigue +5% Resists +6% blight +12% nature +12% darkness Mind.save +7 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Rare] Arcane While equipped: Stats +5 Mag +6 Wil dps ---------- Mind.crit +2% Crit.mult +20.00% Spell.pwr +5 (+1 eff.) Dmg.mod +18% mind Res.pen +25% fire Melee Ret 16 arcane ----- def ----- Defense +2 (+0 eff.) Mind.save +12 (+1 eff.) ---------- misc Equi/ret +0.08 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% acid +15% fire +6% mind Res.pen +20% fire Melee Ret 20 fire ----- def ----- Defense +1 (+0 eff.) Resists +18% acid A pointy cloth hat, very wizardly... |
![]() 3.0 T4 head armor [Unique] Arcane/Master While equipped: Stats +10 Wil +10 Con ----- def ----- Armour +15 Fatigue +5% Resists +20% darkness +20% blight ---------- misc Masteries +0.20 Corruption/Demonic pact +0.20 Corruption/Demon seeds ShadowPwr +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +7 Con dps ---------- Dmg.mod +12% darkness +12% fire ----- def ----- Armour +3 Fatigue +3% Resists +20% darkness +6% fire A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +6 Mag +6 Wil dps ---------- Phys.crit +4.0% Mind.crit +5% Crit.mult +6.00% Phys.pwr +6 (+0 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+1 eff.) Melee Ret 4 acid ----- def ----- Armour +6 Defense +3 (+1 eff.) Resists +13% lightning +13% temporal ---------- misc Psi/turn +0.16 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +1 Mag +3 Con dps ---------- Mind.crit +3% Spell.pwr +2 (+0 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +12% cold Res.pen +10% mind ----- def ----- Armour +1 Defense +2 (+0 eff.) Resists +18% cold Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Psi/turn +0.12 Stone Wall: Puts all charms on 18 cooldown Level 1.0 Pwr.cost 18 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 14 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 282.05 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego] Disrupt While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +5% nature +5% blight A cap made of leather. |
![]() 3.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +3 Str +6 Dex +3 Wil dps ---------- Dmg.mod +3% nature Res.pen +10% nature Melee Ret 8 fire 8 nature 8 light ----- def ----- Armour +4 Fatigue +4% Resists +9% nature Mind.save +5 (+1 eff.) ---------- misc Stam/ret +1.30 Equi/ret +1.70 Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Cun +15 Wil dps ---------- Mind.pwr +6 (+1 eff.) Dmg.mod +18% lightning Res.pen +20% acid ----- def ----- Armour +6 Defense +3 (+1 eff.) Resists +27% lightning +12% mind Phys.save +14 (+0 eff.) Die.at -20.00 life Disease- +10% A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Random Unique] Master While equipped: Stats +8 Str +11 Dex +5 Wil +4 Cun dps ---------- Dmg.mod +3% nature Res.pen +15% mind Apr +7 ----- def ----- Armour +3 Fatigue +3% Resists +10% blight +9% mind +3% nature Mind.save +7 (+1 eff.) Skullcr.mult +2 A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% arcane Res.pen +25% arcane +25% light On Hit (Melee): * 30% chance to blind ----- def ----- Armour +10 Defense +6 (+1 eff.) Fatigue +3% Resists +5% arcane +5% all Phys.save +11 (+0 eff.) ---------- misc Light +3 A hat made of leather. Very stylish. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +1 Wil dps ---------- Melee Ret 20 lightning ----- def ----- Defense +1 (+0 eff.) Resists +6% lightning ---------- misc Equi/ret +0.70 Psi/ret +0.90 Hate/ret +0.70 Max.psi +20.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Defense +1 (+0 eff.) Resists +15% light A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +2 Wil +4 Con dps ---------- Phys.crit +3.0% Phys.pwr +6 (+0 eff.) Dmg.mod +9% mind Melee Ret 16 physical ----- def ----- Armour +1 Fatigue +1% Resists +15% darkness Mind.save +7 (+1 eff.) Die.at -40.00 life Heal/summ +30 ---------- misc Stam/turn +0.40 Light +2 A cap made of leather. |
![]() 3.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% Phys.save +10 (+0 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +10 Str +5 Wil +13 Con dps ---------- Phys.pwr +12 (+1 eff.) Res.pen +25% temporal Melee Ret 12 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Fatigue +5% Resists +14% physical Phys.save +28 (+0 eff.) Mind.save +9 (+1 eff.) Battle Cry: Puts all charms on 7 cooldown Level 10.0 Pwr.cost 7 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 10, lowering their Defense by 70 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +0.50 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Bloodcasting: (Instant) Level 2.0 Pwr.cost 14 out of 60/60. Range 10 Travel.spd instantaneous Is a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
![]() 14.0 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 12 out of 80/80. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Spit a cloud of flames, doing 162.37 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() 14.0 T3 heavy armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% light Res.pen +15% light +25% fire Melee Ret 12 light 12 lightning On Hit (Melee): * 33% chance to blind ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +16% Resists +24% fire ---------- misc Light +3 A suit of armour made of mail. |
![]() 14.0 T1 heavy armor [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% HP.reg +2.00 ---------- misc Stam/turn +0.80 A suit of armour made of mail. |
![]() 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 (+4 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 54, based on Cunning and Magic) for 10 turns. Uses 12 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
![]() 9.0 T2 light armor [Rare] Arcane While equipped: Stats +7 Str +5 Mag +10 Wil +6 Cun dps ---------- Phys.crit +6.0% Spell.crit +5% Mind.crit +6% Phys.pwr +15 (+1 eff.) Spell.pwr +16 (+2 eff.) Mind.pwr +16 (+2 eff.) Melee Ret 8 darkness ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +7% Resists +12% lightning +9% darkness Silence- +0% ---------- misc Light +3 Telepathy Dragon A suit of armour made of leather. |
![]() 9.0 T2 light armor [Ego] Arcane/Nature While equipped: ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +7% Resists +17% temporal HP.reg +2.80 ---------- misc Stam/turn +0.80 A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +6.0% Crit.mult +20.00% Phys.pwr +9 (+1 eff.) ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +8% Max.HP +66.00 HP.reg +15.00 Heal.mod +26% A suit of armour made of leather. |
![]() 17.0 T5 massive armor [Random Unique] Master While equipped: Stats +9 Str dps ---------- Dmg.mod +6% light Res.pen +15% light +10% fire On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +26 Defense +9 (+2 eff.) Fatigue +26% Resists +39% acid +28% physical +13% darkness +12% temporal +19% cold +20% lightning +26% fire Spell.save +30 (+0 eff.) ---------- misc Light +5 Track: Puts all charms on 7 cooldown Level 10.0 Pwr.cost 7 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 86 for 10 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor [Random Unique] Nature/Master While equipped: Stats +3 Cun dps ---------- On Hit (Melee): * Slows global speed by 15% ----- def ----- Armour +11 Defense +4 (+1 eff.) Fatigue +22% Resists +5% acid +3% temporal +15% fire +3% nature +24% cold ---------- misc Breathe water A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor [Unique] Arcane While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Phys.pwr +10 (+1 eff.) ----- def ----- Armour +35 Defense +25 (+5 eff.) Fatigue +15% Resists +15% acid +20% darkness +15% blight +25% fire +20% cold Phys.save +15 (+0 eff.) Spell.save +25 (+0 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +3 Masteries +0.20 Corruption/Doom covenant +0.20 Corruption/Infernal combat +0.20 Corruption/Oppression +0.20 Corruption/Wrath ShadowPwr +10 Grants physical power equal to your Shadow Power. Link of Pain: (Instant) Level 3.0 Pwr.cost 4 out of 15/15. Range 7 Travel.spd instantaneous Is a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 70% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" |
![]() 17.0 T5 massive armor [Random Unique] Arcane/Master While equipped: Stats +10 Str +10 Mag +10 Wil dps ---------- Phys.crit +10.0% Spell.crit +10% Mind.crit +10% Phys.pwr +22 (+2 eff.) Spell.pwr +25 (+3 eff.) Mind.pwr +25 (+4 eff.) Dmg.mod +15% nature Res.pen +15% lightning Melee Ret 4 darkness On Hit (Melee): * Slows global speed by 30% * 30% chance to daze at end of turn ----- def ----- Armour +25 Defense +9 (+2 eff.) Fatigue +16% Resists +28% lightning +30% fire +6% darkness Phys.save +15 (+0 eff.) A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor [Random Unique] Nature/Master While equipped: Stats +4 Wil dps ---------- Dmg.mod +12% light Res.pen +5% blight +10% light Melee Ret 12 light On Hit (Melee): * 30% chance to blind * 20% chance to disease ----- def ----- Armour +16 Defense +9 (+2 eff.) Fatigue +26% Resists +26% lightning +27% fire +24% darkness +28% blight ---------- misc Light +2 A suit of armour made of metal plates. |
![]() 17.0 T1 massive armor [Ego] Arcane While equipped: ----- def ----- Armour +7 Defense +3 (+1 eff.) Fatigue +20% Resists +17% temporal A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% temporal Res.pen +25% acid Melee Ret 20 acid On Hit (Melee): * 30% chance to corrode armour by 30% * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +9 Defense +4 (+1 eff.) Fatigue +22% Resists +21% temporal Silence- +0% A suit of armour made of metal plates. |
![]() 7.0 T5 shield armor [Unique] Nature/Disrupt When used to Attack: Power 164% Range: 1.2x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Acc+ +2.5% procs dam / acc Crit +4.5% Block +240 Dmg.conv 30% nature 10% manaburn arcane While equipped: dps ---------- Melee Ret 15 nature ----- def ----- Armour +12 Defense +18 (+4 eff.) Rng.Def +12 (+2 eff.) Fatigue +22% Resists +35% blight +15% nature Spell.save +24 (+0 eff.) Disease- +60% ---------- misc Talents +5 Block Masteries +0.20 Wild-gift/Antimagic Purge up to 5 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns. Uses 6 power out of 40/40 This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
![]() 7.0 T1 shield armor [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 40% Wil, 50% Mag, 140% Str Dmg Physical Acc+ +2.5% procs dam / acc Crit +2.0% Block +48 Melee+ +10 cold While equipped: ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +2 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() 7.0 T3 shield armor [Rare] Nature When used to Attack: Power 142% Range: 1.2x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Acc+ +2.5% procs dam / acc Crit +3.5% Block +78 Melee+ +12 darkness +20 nature On Hit.r1 +15 fire While equipped: dps ---------- Melee+ 8 fire Dmg.mod +6% nature +9% darkness Res.pen +25% nature Melee Ret 16 fire On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +2 Defense +8 (+2 eff.) Rng.Def +8 (+2 eff.) Fatigue +12% Resists +12% nature ---------- misc Talents +3 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor [Unique] Master When used to Attack: Power 150% Range: 1.2x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Acc+ +2.5% procs dam / acc Crit +9.0% Block +220 HP.leech +8% While equipped: Stats +10 Con ----- def ----- Armour +4 Defense +14 (+3 eff.) Rng.Def +14 (+3 eff.) Fatigue +19% Resists +25% blight HP.reg +5.00 ---------- misc Talents +5 Block Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
![]() 7.0 T4 shield armor [Random Unique] Nature/Master When used to Attack: Power 152% Range: 1.2x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Acc+ +2.5% procs dam / acc Crit +4.5% Block +142 Melee+ +18 cold +12 nature On Hit: * 40% chance to inflict 15% damage reduction While equipped: Stats +3 Wil dps ---------- Melee Ret 16 nature 15 ice ----- def ----- Armour +2 Defense +10 (+2 eff.) Rng.Def +10 (+2 eff.) Fatigue +14% Resists +15% blight +31% cold +17% nature +9% lightning Die.at -20.00 life Max.HP +66.00 Poison- +5% Silence- +5% ---------- misc Talents +4 Block Handheld deflection devices. |
![]() 7.0 T1 shield armor [Ego] Master When used to Attack: Power 97% Range: 1.2x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Acc+ +2.5% procs dam / acc Crit +2.5% Block +20 While equipped: ----- def ----- Armour +2 Defense +8 (+2 eff.) Rng.Def +4 (+1 eff.) Fatigue +6% Resists +16% fire Proj.evade +5% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor [Rare] Master When used to Attack: Power 138% Range: 1.2x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Acc+ +2.5% procs dam / acc Crit +3.5% Block +88 Melee+ +24 lightning On Crit.r2 +8 temporal While equipped: dps ---------- Dmg.mod +9% temporal Res.pen +20% lightning On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Defense +8 (+2 eff.) Rng.Def +8 (+2 eff.) Fatigue +12% Resists +6% lightning +23% cold +0% fire Dmg.red +0 fire ---------- misc Talents +3 Block Handheld deflection devices. |
![]() 7.0 T2 shield armor [Rare] Arcane When used to Attack: Power 114% Range: 1.2x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Acc+ +2.5% procs dam / acc Crit +3.0% Block +44 Melee+ +12 light On Hit: * 20% chance to disease While equipped: Stats +3 Mag +5 Con dps ---------- Dmg.mod +3% darkness Res.pen +25% darkness On Melee Ret: * 14% chance to blind ----- def ----- Armour +2 Defense +6 (+1 eff.) Rng.Def +6 (+1 eff.) Fatigue +8% Resists +12% light +18% blight ---------- misc Talents +2 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor [Rare] Psionic When used to Attack: Power 180% Range: 1.2x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Acc+ +2.5% procs dam / acc Crit +5.0% Block +206 Melee+ +12 light On Hit: * Slows global speed by 40% * 40% chance to blind While equipped: dps ---------- Res.pen +15% nature +10% light Melee Ret 8 light On Hit (Melee): * 14% chance to cause random gloom On Melee Ret: * 29% chance to cause random gloom ----- def ----- Armour +3 Defense +12 (+2 eff.) Rng.Def +12 (+2 eff.) Fatigue +14% ---------- misc Talents +5 Block Handheld deflection devices. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 23 power out of 100/100 The very essence of bearness! |
![]() 3.0 T3 arrow ammo [Rare] Arcane Power 142% Range: 1.4x Uses 40% Wil, 50% Str, 50% Mag 70% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 16 Ranged+ +12 nature +12 fire +20 light +16 arcane Against +30% Undead On Hit.r1 +4 nature +4 arcane On Crit.r2 +32 fire Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 arrow ammo [Rare] Master Power 154% Range: 1.4x Uses 40% Wil, 50% Str, 50% Mag 70% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +14 Crit +2.5% Capacity 22 Ranged+ +45 lightning +23 bleed On Crit.r2 +32 lightning On Hit: * 45% chance to daze at end of turn On Crit: * wounds the target for 7 turns: 53 bleeding, 102% reduced healing Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 arrow ammo [Random Unique] Arcane/Psionic Power 150% Range: 1.4x Uses 40% Wil, 50% Str, 50% Mag 70% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +14 Crit +2.5% Capacity 17 Ranged+ +12 lightning +32 darkness +14 acid Against +17% Living On Hit.r1 +4 lightning On Crit.r2 +16 mind On Hit: * 25% chance for lightning to arc to a second target On Crit: * splashes the target with acid Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T1 arrow ammo [Rare] Nature Power 112% Range: 1.4x Uses 40% Wil, 50% Str, 50% Mag 70% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 17 Ranged+ +19 lightning On Hit.r1 +8 lightning On Crit.r2 +13 lightning Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+0 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+0 eff.) Spell.save +6 (+0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+0 eff.) Spell.save +8 (+0 eff.) Mind.save +8 (+1 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+0 eff.) Spell.save +8 (+0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+0 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+0 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T5 digger tool [Random Unique] Master While equipped: Stats +10 Cun +3 Str dps ---------- Dmg.mod +9% blight Res.pen +10% mind Acc +11 (+3 eff.) Melee Ret 12 blight ----- def ----- Armour +4 Defense +7 (+1 eff.) Resists +12% blight +9% physical +6% mind ---------- misc Infravis +10 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 23 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 2.0 T1 lite [Rare] Master While equipped: Stats +4 Str dps ---------- Apr +6 Melee Ret 16 physical ----- def ----- Phys.save +6 (+0 eff.) Max.HP +30.00 Heal.mod +35% ---------- misc Light +5 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. |
![]() 0.0 T5 lite [Random Unique] Arcane/Master While equipped: Stats +1 Str +6 Mag +4 Wil dps ---------- Spell.pwr +10 (+1 eff.) Dmg.mod +3% lightning Res.pen +20% lightning Melee Ret 25 fire ----- def ----- Resists +3% nature +8% fire ---------- misc Light +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +6% fire ----- def ----- Resists +6% light +9% fire Mind.save +20 (+2 eff.) Die.at -20.00 life Blind- +23% Confus- +22% Stun/Frz- +25% ---------- misc Light +6 See.Stealth +7 See.Invis +7 Track: Puts all charms on 9 cooldown Level 25.0 Pwr.cost 9 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 133 for 16 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T3 lite [Rare] Psionic While equipped: Stats +4 Mag +4 Wil +5 Cun +3 Con dps ---------- Res.pen +15% mind ----- def ----- Mind.save +11 (+1 eff.) ---------- misc Hate/m.crit +4.00 Max.psi +20.00 Light +3 Infravis +3 See.Stealth +16 See.Invis +35 Telepathy Dragon A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +1 Str ----- def ----- Defense +6 (+1 eff.) Rng.Def +6 (+1 eff.) Resists +6% physical Max.HP +64.00 HP.reg +0.60 ---------- 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. |
![]() 2.0 T1 lite [Ego] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind ---------- 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. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 3 power out of 29/30 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. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 2.0 rod charm [Plot Item] Unknown Teleport the user to another zone after 40 turns. Uses 1 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +2 Mag +7 Wil +7 Cun ----- def ----- Resists +3% physical ---------- misc Light +3 See.Invis +6 Talents +4 Silence Cooldown Silence -1 Fire a blast of psionic energies in a range 10 beam dealing 59.67 to 119.34 mind damage Puts all charms on 2 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +8 Cun dps ---------- Mind.crit +3% Mind.pwr +14 (+2 eff.) Dmg.mod +15% mind Res.pen +25% arcane ----- def ----- Mind.save +6 (+1 eff.) ---------- misc Psi/ret +0.12 Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 91 for 7 turns Puts all charms on 5 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% arcane Melee Ret 20 arcane 8 blight ----- def ----- Resists +9% light Spell.save +20 (+0 eff.) ---------- misc Mana/s.crit +4.00 Light +3 Talents +3 Lay Web Cooldown Lay Web -1 Harden the skin for 7 turns increasing armour by 50 and armour hardiness by 50% Puts all charms on 5 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +9% light +6% nature Melee Ret 4 light On Hit (Melee): * Slows global speed by 15% ----- def ----- Resists +9% light ---------- misc Wards +3 acid +3 nature +3 light Talents +1 Invoke Tentacle +3 Rushing Claws +1 Ward Cooldown Invoke Tentacle +5 Rushing Claws -1 Harden the skin for 7 turns increasing armour by 43 and armour hardiness by 50% Puts all charms on 5 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: Stats +2 Str dps ---------- Phys.crit +4.0% Res.pen +10% physical Acc +8 (+2 eff.) On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +3% physical HP.reg +0.40 Harden the skin for 7 turns increasing armour by 29 and armour hardiness by 40% Puts all charms on 5 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: Stats +3 Str +5 Dex dps ---------- Acc +20 (+4 eff.) Melee Ret 12 physical ----- def ----- Phys.save +30 (+0 eff.) HP.reg +0.80 ---------- misc Wards +3 acid +3 nature +3 light Talents +1 Ward Harden the skin for 7 turns increasing armour by 29 and armour hardiness by 40% Puts all charms on 5 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Spell.crit +1% Crit.mult +10.00% Res.pen +5% arcane ----- def ----- Resists +5% arcane ---------- misc Mana/s.crit +4.00 Max.mana +40.00 Talents +1 Invoke Tentacle Cooldown Invoke Tentacle +5 Remove up to 5 poisons or diseases from a target within range 10 (based on Willpower) Puts all charms on 3 cooldown 100% to regenerate 14 stamina. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid Res.pen +20% acid +20% arcane Melee Ret 16 arcane 16 acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +12% acid ---------- misc Wards +4 acid +4 nature +3 light Talents +1 Ward Harden the skin for 7 turns increasing armour by 47 and armour hardiness by 50% Puts all charms on 5 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 wand charm [Rare] Arcane While equipped: Stats +5 Str dps ---------- Phys.crit +2.0% Phys.pwr +4 (+0 eff.) Apr +3 ----- def ----- Armour +8 ---------- misc Stam/turn +0.40 Talents +2 Volcano Cooldown Volcano -2 Fire a bolt of a random element with (base) damage 72 to 145 Puts all charms on 3 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% temporal +9% nature +27% arcane Res.pen +25% arcane +25% temporal ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% Reveal the area around you, dispelling darkness (radius 12, power 97 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 2 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- On Hit (Melee): * Slows global speed by 30% * 30% chance to blind ----- def ----- Resists +5% arcane +6% temporal ---------- misc Light +1 Fire a bolt of a random element with (base) damage 48 to 97 Puts all charms on 3 cooldown 100% to regenerate 2 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T1 wand charm [Ego] Arcane Fire a bolt of a random element with (base) damage 58 to 115 Puts all charms on 3 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+0 eff.) Spell.save +10 (+0 eff.) Mind.save +10 (+1 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+0 eff.) Spell.save +10 (+0 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. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In the aftermath of the battle the Way tried to force you to act as a vessel to bring the Way to every sentient being.
Through an incredible display of willpower you resisted long enough to ask Aeryn to kill you.
She sadly agreed and ran her sword through you, enabling you to do the last sacrifice you could for the world.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
By Cookie the Yeek Adventurer level 43
2nd Wintertide 123rd year of Ascendancy at 03:54 see stats
By Cookie the Yeek Adventurer level 41
68th Haze 122nd year of Ascendancy at 07:16 see stats
By Cookie the Yeek Adventurer level 50
69th Regrowth 123rd year of Ascendancy at 14:21 see stats
By Cookie the Yeek Adventurer level 41
68th Haze 122nd year of Ascendancy at 01:59 see stats
By Cookie the Yeek Adventurer level 48
7th Regrowth 123rd year of Ascendancy at 21:33 see stats
By Cookie the Yeek Adventurer level 43
10th Decay 122nd year of Ascendancy at 20:28 see stats
By Cookie the Yeek Adventurer level 46
1st Allure 123rd year of Ascendancy at 07:24 see stats
By Cookie the Yeek Adventurer level 50
74th Regrowth 123rd year of Ascendancy at 17:34 see stats
By Cookie the Yeek Adventurer level 9
61st Dusk 122nd year of Ascendancy at 10:35 see stats
By Cookie the Yeek Adventurer level 27
29th Haze 122nd year of Ascendancy at 02:47 see stats
By Cookie the Yeek Adventurer level 31
48th Haze 122nd year of Ascendancy at 00:09 see stats
By Cookie the Yeek Adventurer level 32
48th Haze 122nd year of Ascendancy at 09:34 see stats
By Cookie the Yeek Adventurer level 10
61st Dusk 122nd year of Ascendancy at 19:02 see stats
By Cookie the Yeek Adventurer level 20
27th Haze 122nd year of Ascendancy at 10:51 see stats
By Cookie the Yeek Adventurer level 30
47th Haze 122nd year of Ascendancy at 14:43 see stats
By Cookie the Yeek Adventurer level 40
67th Haze 122nd year of Ascendancy at 23:57 see stats
By Cookie the Yeek Adventurer level 50
8th Regrowth 123rd year of Ascendancy at 01:06 see stats
By Cookie the Yeek Adventurer level 50
7th Pyre 123rd year of Ascendancy at 14:09 see stats
By Cookie the Yeek Adventurer level 32
67th Haze 122nd year of Ascendancy at 02:53 see stats
By Cookie the Yeek Adventurer level 50
3rd Pyre 123rd year of Ascendancy at 14:57 see stats
By Cookie the Yeek Adventurer level 46
1st Allure 123rd year of Ascendancy at 02:37 see stats
By Cookie the Yeek Adventurer level 25
28th Haze 122nd year of Ascendancy at 15:48 see stats
By Cookie the Yeek Adventurer level 15
64th Dusk 122nd year of Ascendancy at 17:12 see stats
By Cookie the Yeek Adventurer level 47
1st Allure 123rd year of Ascendancy at 08:04 see stats
By Cookie the Yeek Adventurer level 50
7th Pyre 123rd year of Ascendancy at 14:09 see stats
By Cookie the Yeek Adventurer level 50
70th Regrowth 123rd year of Ascendancy at 04:46 see stats
By Cookie the Yeek Adventurer level 50
7th Pyre 123rd year of Ascendancy at 14:09 see stats
By Cookie the Yeek Adventurer level 32
67th Haze 122nd year of Ascendancy at 02:52 see stats
By Cookie the Yeek Adventurer level 19
74th Dusk 122nd year of Ascendancy at 12:55 see stats
By Cookie the Yeek Adventurer level 50
65th Regrowth 123rd year of Ascendancy at 14:57 see stats
By Cookie the Yeek Adventurer level 4
59th Dusk 122nd year of Ascendancy at 20:06 see stats
By Cookie the Yeek Adventurer level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Cookie the Yeek Adventurer level 40
68th Haze 122nd year of Ascendancy at 00:32 see stats
Log
Cookie is no longer surging arcane power.
Cookie is free from the acid.
Cookie deactivates Yarrrr!!.
Cookie deactivates Lacerating Strikes.
Cookie deactivates Flame of Urh'Rok.
Cookie deactivates Apply Poison.
Cookie deactivates Spellcraft.
Cookie deactivates Hymn of Shadows.
Cookie deactivates Exploit Weakness.
Cookie deactivates Numbing Poison.
Cookie deactivates Overkill.
Cookie deactivates Chant of Resistance.
Cookie deactivates Dark Ritual.
Cookie deactivates Inner Power.
Cookie's is no longer blazing.
Cookie's weapon stops glowing.
Cookie deactivates Arcane Combat.
Cookie deactivates Willful Tormenter.
Cookie deactivates Fiery Hands.
Cookie deactivates Gloom.
Cookie deactivates Quicken Spells.
Cookie deactivates Horrifying Blows.
Cookie deactivates Arcane Feed.
Cookie no longer revels in blood quite so much.
Cookie deactivates Bleak Outcome.
Cookie deactivates Shadow Feed.
Cookie deactivates Precise Strikes.
Cookie deactivates Tale of Destruction.
Cookie meditates on nature.
Cookie deactivates Blade Flurry.