











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.9 |
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 1.5.5
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
---
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 1.5.5Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
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 | Infinite |
Mode | Madness Roguelike |
Sex | Female |
Race | Yeek |
Class | Possessor |
Level / Exp | 86 / 25% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 153 (base 95) |
Dexterity | 175 (base 95) |
Constitution | 167 (base 95) |
Magic | 186 (base 95) |
Willpower | 198 (base 95) |
Cunning | 187 (base 95) |
Resources
Mana | 3392/3458 |
Equilibrium | 0 |
Life | 64603/64716 |
Psi | 2848/2848 |
Stamina | 2563/2563 |
Paradox | 300 |
Healing Factor | 2.0788130563798 |
Regeneration | 805.02035608308 |
Speed
Mental | +200% |
Attack | +200% |
Movement | +425% |
Spell | +200% |
Global | +971.57826376123% |
Vision
Sight | 10 |
Lite | 58 |
Infravision | 29 |
See Stealth | 240.50470997441 |
See Invisible | 239.50470997441 |
ESP Range | 10 |
ESP Kinds | dragon, demon/major, demon/minor |
Offense: Mainhand
Damage | 1727 |
Accuracy | 223 |
Crit Chance | 133% |
APR | 300 |
Speed | 0.33 |
Offense: Spell
Spellpower | 150 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Cooldown Reduction | 165.75 |
Offense: Mind
Mindpower | 183 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
Acid | +198% |
Blight | +190% |
Arcane | +190% |
Cold | +178% |
All | +8% |
Mind | +321% |
Lightning | +178% |
Light | +449% |
Temporal | +231% |
Physical | +297% |
Darkness | +233% |
Fire | +446% |
Nature | +187% |
Offense: Damage Penetration
Acid | +170% |
Blight | +170% |
Arcane | +170% |
Cold | +170% |
All | 0% |
Mind | +220% |
Lightning | +190% |
Light | +170% |
Temporal | +170% |
Physical | +186% |
Darkness | +185% |
Fire | +205% |
Nature | +170% |
Defense: Base
Armour (hardiness) | 507.76157276232 (100%) |
Defense | 202 |
Ranged Defense | 202 |
Fatigue | 0 |
Physical Save | 270 |
Spell Save | 270 |
Mental Save | 270 |
Defense: Resistances
Acid | + 66%(100%) |
Blight | + 66%(100%) |
Arcane | +100%(100%) |
Cold | + 66%(100%) |
All | +192%(100%) |
Mind | + 66%(100%) |
Lightning | + 66%(100%) |
Light | + 66%(100%) |
Temporal | + 66%(100%) |
Physical | + 66%(100%) |
Darkness | + 66%(100%) |
Fire | + 66%(100%) |
Nature | + 66%(100%) |
Defense: Immunities
Silence Resistance | 79% |
Disarm Resistance | 15% |
Knockback Resistance | 15% |
Confusion Resistance | 100% |
Fear Resistance | 0% |
Stun Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 50% |
Inscriptions (2/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
Psionic / Possession | 28.90 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Psionic / Psionic menace | 6.10 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Psionic / Solipsism | 14.50 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Psionic / Deep horror | 15.70 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Psionic / Battle psionics | 13.30 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Psionic / Body snatcher | 19.70 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Psionic / Psychic blows | 22.10 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Generic Talents
Cunning / Survival | 9.00 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Wild-gift / Mindstar mastery | 3.00 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Chronomancy / Chronomancy | 6.00 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Psionic / Mentalism | 6.10 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Psionic / Ravenous mind | 9.30 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Spell / Staff combat | 26.00 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Cunning / Scoundrel | 9.30 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Spell / Stone alchemy | 6.00 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Technique / Combat training | 25.80 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Technique / Conditioning | 10.00 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Race / Yeek | 37.00 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Celestial / Chants | 15.30 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
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 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Mental Tyranny |
talent | Channel Pain |
talent | Roll With It |
talent | Force Shield |
talent | Defensive Posture |
talent | Range Amplification Device |
talent | Lacerating Strikes |
talent | Chant of Resistance |
beneficial effect | All stats increased by 76. Pain Enhancement System |
beneficial effect | Immune to physical effects. Spine of the World |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+92% global speed). Clarity |
beneficial effect | Increases defense by 116. Mobile Defense |
beneficial effect | Mindpower (raw) increased by 115. Sadist |
detrimental effect | The target has been splashed with acid, taking 87.64 acid damage per turn, reducing armour by 123 and attack by 107. Acid Splash |
detrimental effect | Zone-wide effect: +10% mind damage, -10% mind resistance, -10% spellpower, -20% silence immunity. Eerie silence |
Quests
You successfully escorted the lone alchemist to the recall portal on level 24 of Infinite Dungeon. Escort: lone alchemist (level 24 of Infinite Dungeon)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lone alchemist to the recall portal on level 28 of Infinite Dungeon. Escort: lone alchemist (level 28 of Infinite Dungeon)As a reward you improved Magic by +2. | done |
You failed to protect the lost anorithil from death by orc cryomancer. Escort: lost anorithil (level 23 of Infinite Dungeon) | failed |
You failed to protect the lost tinker from death by orc grand master assassin. Escort: lost tinker (level 11 of Infinite Dungeon) | failed |
You failed to protect the lost warrior from death by forge-giant. Escort: lost warrior (level 21 of Infinite Dungeon) | failed |
You successfully escorted the lost warrior to the recall portal on level 7 of Infinite Dungeon. Escort: lost warrior (level 7 of Infinite Dungeon)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the temporal explorer to the recall portal on level 18 of Infinite Dungeon. Escort: temporal explorer (level 18 of Infinite Dungeon)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 0.80). | done |
You successfully escorted the worried loremaster to the recall portal on level 29 of Infinite Dungeon. Escort: worried loremaster (level 29 of Infinite Dungeon)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Velunn the sandworm destroyer. Escort: worried loremaster (level 8 of Infinite Dungeon) | failed |
Wake up and kill the dreaming horror boss 'Xuwyn the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 27) | failed |
Wake up and kill the dreaming horror boss 'Emosema the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 37)You completed the challenge and received: Random Artifact: Chargebreeze of thorny skin [power 62] (3 cooldown) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 12) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 22) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 3) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 33) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 36) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 41) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 42) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 45) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 50) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 54) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 55) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 56) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 6) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 63) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 65) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 66) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 68) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 9) | failed |
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 24)2 / 3 demon spawn killed. | failed |
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 25)0 / 3 demon spawn killed. | failed |
Kill 2 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 26)0 / 2 demon spawn killed. | failed |
Kill 4 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 52)0 / 4 demon spawn killed. | failed |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 15)Turns left: 0 You completed the challenge and received: Random Artifact: Glareroar (0 def, 11 armour) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 35)You completed the challenge and received: Random Artifact: Squalorraven (102% power, 7 apr) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 44)You completed the challenge and received: Random Artifact: Murkraptor (113% power, 40 apr, nature damage) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 16) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 30) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 34) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 46)You completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Leave the level in less than 144 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (144) (Level 62)Turns left: 122 You completed the challenge and received: +1 Prodigy Point | done |
Leave the level in less than 27 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (27) (Level 43)Turns left: 15 You completed the challenge and received: +1 Category Point | done |
Leave the level in less than 300 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (300) (Level 48)Turns left: 282 You completed the challenge and received: +3 Stat Points | done |
Leave the level in less than 375 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (375) (Level 14)Turns left: 285 You completed the challenge and received: Random Artifact: Voiddredge (12 def, 16 armour, 205 block) | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | ![]() 2.0 T5 feet armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.crit +4.0% Dmg.mod +15% physical Res.pen +20% lightning Acc +6 (+1 eff.) ----- def ----- Armour +5 Fatigue -9% Phys.save +27 (+0 eff.) Heal.mod +10% ---------- misc Max.enc +48 Stam/turn +1.00 Infravis +4 Telepathy Demon/Minor Demon/Major A pair of boots made of leather. |
Quiver | ![]() 3.0 T5 arrow ammo [Rare] Master Power 188% Range: 1.4x Uses 40% Wil, 50% Str, 50% Mag 70% Dex Dmg Blight Acc+ +0.2% crit / acc Apr +18 Crit +3.0% Capacity 23 Ranged+ +20 light +12 blight +32 mind On Hit.r1 +16 blight +20 temporal On Hit: * 53% chance to blind * 53% chance to gain 10% of a turn (3/turn limit) Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 T5 lite [Random Unique] Arcane/Master While equipped: Stats +2 Dex +3 Wil dps ---------- Dmg.mod +6% fire Melee Ret 60 fire On Hit (Melee): * 36% chance to daze at end of turn ----- def ----- Resists +3% lightning +19% fire Crit.dmg- 10.00% Blind- +50% Confus- +29% ---------- misc Light +13 See.Stealth +25 See.Invis +24 Track: Puts all charms on 4 cooldown Level 36.0 Pwr.cost 4 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 188 for 20 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +1 Con dps ---------- Mind.crit +10% Mind.pwr +16 (+1 eff.) Dmg.mod +20% acid +20% physical +19% mind +13% darkness On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +6 Defense +3 (+0 eff.) Resists +30% acid +18% physical +19% darkness +17% mind +5% arcane Phys.save +17 (+0 eff.) Spell.save +30 (+0 eff.) Mind.save +17 (+1 eff.) Stun/Frz- +10% ---------- misc Max.hate +14.00 Max.psi +37.00 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T3 wand charm [Rare] Arcane While equipped: Stats +6 Cun dps ---------- Mind.pwr +6 (+0 eff.) Dmg.mod +15% mind ----- def ----- Resists +6% mind +6% temporal Def/telep +17 Res/telep +17% Dur/telep +17% ---------- misc Telepathy Dragon Demon/Major Demon/Minor Talents +4 Volcano Cooldown Volcano -2 Reveal the area around you, dispelling darkness (radius 12, power 114 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 1 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Master While equipped: Stats +8 Str dps ---------- Phys.pwr +20 (+1 eff.) Spell.pwr +19 (+3 eff.) Mind.pwr +20 (+2 eff.) Dmg.mod +9% physical +8% all Res.pen +5% physical Acc +17 (+2 eff.) Apr +16 Melee Ret 8 physical ----- def ----- Armour +22 Defense +17 (+1 eff.) Resists +9% darkness Crit.dmg- 10.00% Max.HP +10.00 Knockbk- +5% ---------- misc Light +3 Disengage: Puts all charms on 1 cooldown Level 2.0 Pwr.cost 1 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
On fingers | ![]() 0.1 T5 ring jewelry [Rare] Psionic While equipped: Stats +4 Wil +3 Mag dps ---------- Spell.crit +4% Spell.pwr +6 (+1 eff.) Dmg.mod +12% blight +12% arcane +21% mind ----- def ----- Spell.save +62 (+0 eff.) Mind.save +12 (+1 eff.) Confus- +50% ---------- misc Mana/s.crit +8.00 Max.mana +140.00 Rings can have magical properties. |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +21% fire +6% nature +14% physical Res.pen +15% fire +11% physical ----- def ----- Resists +10% lightning +11% temporal +10% fire +10% cold A belt that goes around your waist. |
In main hand | ![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 152% 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: Stats +4 Dex +4 Mag dps ---------- Spell.crit +5% Phys.pwr +4 (+0 eff.) Spell.pwr +27 (+4 eff.) Dmg.mod +42% physical +42% temporal +42% light +42% darkness Apr +1 ----- def ----- Resists +4% physical ---------- misc Mana/turn +0.40 Max.mana +90.00 Infravis +2 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T5 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +6 Cun dps ---------- Mind.pwr +10 (+1 eff.) Melee+ 20 temporal 36 mind 40 darkness Ranged+ 20 temporal Dmg.mod +11% temporal Res.pen +15% darkness Acc +13 (+1 eff.) On Hit (Melee): * 25% chance to cause random gloom ----- def ----- Armour +7 Resists +9% lightning +14% temporal +14% darkness Phys.save +38 (+0 eff.) Mind.save -5 (+0 eff.) Disarm- +15% Knockbk- +10% ---------- misc Infravis +4 Unarmed combat: Power 129% Range: 1.1x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit / acc Acc +14 Apr +5 Crit +17.0% Atk.spd 100% Melee+ +29 darkness On Hit: 10% Reproach 5 On Crit: 10% Dominate 5 On Hit: * 15% chance to gain 10% of a turn (3/turn limit) Ruined Earth: Puts all charms on 2 cooldown Level 3.0 Pwr.cost 2 out of 20/20. Range 8 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 8 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T5 cloth armor [Random Unique] Nature/Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+1 eff.) Dmg.mod +19% physical +20% mind +3% nature Res.pen +20% mind +10% fire On Hit (Melee): * Slows global speed by 30% ----- def ----- Defense +5 (+0 eff.) Resists +21% acid +19% physical +3% light +19% blight +6% temporal Max.HP +93.00 HP.reg +6.00 Heal.mod +28% ---------- misc Psi/turn +1.00 Max.psi +40.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Crit.mult +23.00% Dmg.mod +12% mind +12% fire Res.pen +10% fire Acc +47 (+4 eff.) Apr +15 Melee Ret 4 fire ----- def ----- Defense +3 (+0 eff.) Fatigue -10% Resists +21% fire Phys.save +15 (+0 eff.) Mind.save +15 (+1 eff.) Stealth +14 Die.at -50.00 life Max.HP +110.00 ---------- misc Max.stam +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +14 Wil dps ---------- Mind.crit +6% Crit.mult +27.00% Phys.pwr +16 (+1 eff.) Dmg.mod +36% mind ----- def ----- Resists +9% lightning ---------- misc Stam/turn +1.20 Amulets can have magical properties. |
Inventory
![]() 0.1 T3 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 27% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 22 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 130.38 nature damage per turn for 7 turns, and reducing the target's healing received by 53%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 18 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 130.38 nature damage per turn for 7 turns, and reducing the target's healing received by 44%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.4 potion [Unique] Master Quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown -8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 1030 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown -17 Travel.spd instantaneous Usage Speed Spell (33% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (16 radius) and to allow you to see invisible and stealthed creatures (power 27) for 27 turns. Your mind will become more receptive for 27 turns, allowing you to sense any undead around. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 2.0 tome scroll [Unique] Arcane Gain knowledge of the darkest magics in a secluded, arcane-infused place or to summon a lich to aid you for 15 turns. Uses 92 power out of 1000/1000 This skull-faced codex exudes a powerful scent of decay, but also seems to hum with arcane power. Perusal reveals images of death and rebirth embedded within flowing esoteric magical script. |
![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Juggernaut: (Instant) Level 2.0 Pwr.cost 3 out of 60/60. 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. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +4 Wil dps ---------- Mind.pwr +5 (+0 eff.) ----- def ----- Affinity +15% nature HP.reg +0.20 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 4 out of 40/40. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 750 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Nature/Psionic While equipped: Stats +2 Mag +6 Wil dps ---------- Crit.mult +30.00% Spell.pwr +23 (+3 eff.) Mind.pwr +15 (+1 eff.) Dmg.mod +11% blight +14% fire Melee Ret 8 blight ----- def ----- Defense +6 (+0 eff.) Rng.Def +6 (+0 eff.) Resists +30% temporal +6% fire +9% cold Crit.dmg- 10.00% Spell.save +9 (+0 eff.) Mind.save +63 (+4 eff.) Confus- +25% Pinning- +50% Knockbk- +50% Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Spell.crit +8% Spell.pwr +7 (+1 eff.) Dmg.mod +10% fire -5% cold ----- def ----- Resists +20% fire -20% cold Affinity +30% fire Blind- +40% On Spell Hit: 10% Volcano 3 A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
![]() 0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+2 eff.) Dmg.mod +12% cold Melee Ret 10 cold ----- def ----- Resists +25% cold Ice.pen +20% Stun/Frz- +30% ---------- misc Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() 0.1 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 (+1 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 4.0 Pwr.cost 1 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 1161.78 physical damage in a radius 7 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 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +8 (+1 eff.) Dmg.mod +8% light +8% darkness Res.pen +15% light +15% darkness ----- def ----- Resists +10% light +10% darkness Res.Cap +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Level 3.0 Pwr.cost 3 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +1 Wil +4 Cun +6 Con ----- def ----- Resists +9% acid +3% temporal +35% light +3% fire +26% darkness +6% cold Phys.save +20 (+0 eff.) Max.HP +79.00 HP.reg +3.00 Blind- +50% ---------- misc Masteries +0.30 Psionic/Body snatcher Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+1 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+2 eff.) Confus- -100% Inner Demons: Level 4.0 Pwr.cost 3 out of 30/30. Range 10 Travel.spd instantaneous Is a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 41% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 2.0 Pwr.cost 6 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() 0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +9 (+1 eff.) Spell.spd +15% ----- def ----- Silence- +100% ---------- misc Max.mana +50.00 Max.vim +50.00 See.Invis +20 No force can hope to silence the wearer of this amulet. |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+0 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T5 amulet jewelry [Rare] Arcane While equipped: Stats +5 Mag dps ---------- S.pwr/crit +6 Dmg.mod +9% lightning Res.pen +10% arcane ----- def ----- Resists +6% lightning +9% nature +18% light Blind- +10% Silence- +15% Pinning- +35% ---------- misc Mana/turn +0.59 Max.mana +54.00 Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +1 Wil dps ---------- Mind.crit +3% Crit.mult +5.00% ---------- misc Hate/m.crit +1.00 Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +7 Str ----- def ----- Resists +22% lightning Stun/Frz- +32% Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +6 Wil dps ---------- Mind.pwr +13 (+1 eff.) Melee+ 14 light 15 darkness Dmg.mod +15% light +13% darkness On Melee Ret: * 12% chance to inflict 15% damage reduction * 14% chance to blind ----- def ----- Mind.save +12 (+1 eff.) Confus- +24% Amulets can have magical properties. |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +20% lightning ----- def ----- Defense +13 (+1 eff.) Rng.Def +13 (+1 eff.) Fatigue -10% Resists +46% lightning +6% darkness +12% blight +6% light +12% mind +15% nature Poison- +30% Disease- +27% Knockbk- +15% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.enc +34 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% blight +21% temporal Res.pen +15% temporal Melee Ret 24 blight 16 temporal On Hit (Melee): * 40% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% blight Mind.save +13 (+1 eff.) Confus- +48% Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Rare] Arcane While equipped: dps ---------- Spell.crit +2% S.pwr/crit +8 Dmg.mod +12% arcane +6% mind Phasing +30% Melee Ret 20 arcane ----- def ----- Blind- +45% ---------- misc Infravis +6 See.Stealth +25 See.Invis +18 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Melee+ 15 temporal Dmg.mod +15% temporal +10% physical ----- def ----- Resists +15% temporal Anom.red +10 ---------- misc Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 964.68 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 3 turn(s). Uses 3 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
![]() 0.1 T5 ring jewelry [Rare] Psionic While equipped: Stats +3 Cun +4 Str dps ---------- Crit.mult +9.00% Dmg.mod +9% nature Acc +6 (+1 eff.) Melee Ret 12 physical ----- def ----- Crit.dmg- 18.00% Mind.save +15 (+1 eff.) Confus- +50% ---------- misc Max.stam +40.00 Infravis +2 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +5 Wil dps ---------- Crit.mult +20.00% Dmg.mod +9% nature +19% cold Res.pen +15% mind Melee Ret 12 darkness ----- def ----- Resists +32% darkness +38% cold Mind.save +6 (+0 eff.) Heal/summ +70 ---------- misc Equi/ret +0.12 Hate/m.crit +3.00 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +10 Str +7 Cun +10 Con dps ---------- Phys.pwr +14 (+1 eff.) Melee+ 25 bleed Ranged+ 22 bleed Dmg.mod +9% temporal +17% nature +21% light Res.pen +5% light Melee Ret 12 mind On Hit (Melee): * 20% chance to cause random gloom * 40% chance to gain 10% of a turn (3/turn limit) On Hit (Ranged): * 15% chance to cause random gloom ----- def ----- Resists +34% nature +6% mind +9% light ---------- misc Hate/m.crit +3.00 Max.hate +15.00 Bleeding Edge: Puts all charms on 2 cooldown Level 3.0 Pwr.cost 2 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +7 Wil +11 Cun dps ---------- Spell.pwr +5 (+1 eff.) Mind.pwr +12 (+1 eff.) Dmg.mod +13% darkness +12% blight ----- def ----- Resists +26% darkness Spell.save +42 (+0 eff.) Disarm- +5% Knockbk- +5% Def/telep +5 Res/telep +5% Dur/telep +5% Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+1 eff.) Dmg.mod +8% physical Acc +10 (+1 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+0 eff.) Fatigue -15% Phys.save +45 (+0 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() 0.1 T5 ring jewelry [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Melee Ret 8 physical ----- def ----- Armour +6 Defense +9 (+0 eff.) Rng.Def +9 (+0 eff.) Resists +6% nature Spell.save +20 (+0 eff.) HP.reg +4.80 Heal.mod +20% Stun/Frz- +39% 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 T3 ring jewelry [Rare] Master While equipped: Stats +3 Wil dps ---------- Crit.mult +20.00% Mind.pwr +10 (+1 eff.) Melee Ret 12 acid ----- def ----- Resists +9% lightning +12% temporal +6% darkness Mind.save +20 (+1 eff.) Max.HP +38.00 Heal/summ +20 Disarm- +34% Pinning- +38% Knockbk- +38% Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+1 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+1 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 12.2 Pwr.cost 3 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 7 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() 0.1 T5 ring jewelry [Rare] Psionic While equipped: dps ---------- Res.pen +25% light Melee Ret 8 blight On Hit (Melee): * 20% chance to disease ----- def ----- Resists +12% light +6% blight Mind.save +15 (+1 eff.) Confus- +46% Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+0 eff.) Spell.save +10 (+0 eff.) Mind.save +10 (+1 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+1 eff.) Apr +15 ---------- misc Masteries +0.30 Technique/Unarmed discipline +0.30 Technique/Warcries +0.30 Technique/Dual techniques +0.30 Technique/Combat training +0.30 Technique/Combat veteran +0.30 Technique/Grappling +0.30 Technique/Archery training +0.30 Technique/Archery - slings +0.30 Technique/Unarmed training +0.30 Technique/Thuggery +0.30 Technique/Shield defense +0.30 Technique/Two-handed weapons +0.30 Technique/Archery prowess +0.30 Technique/Archery excellence +0.30 Technique/Combat techniques +0.30 Technique/Two-handed assault +0.30 Technique/Berserker's strength +0.30 Technique/Archery - bows +0.30 Technique/Two-handed maiming +0.30 Technique/Shield offense +0.30 Technique/Superiority +0.30 Technique/Pugilism +0.30 Technique/Finishing moves +0.30 Technique/Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 0.1 T5 ring jewelry [Rare] Master While equipped: Stats +7 Dex +3 Mag +5 Wil +4 Con dps ---------- Acc +10 (+1 eff.) ---------- misc Light +3 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+2 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+0 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 4.0 Pwr.cost 1 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up mana into a powerful bolt doing 1073.62 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
![]() 0.1 T4 ring jewelry [Rare] Psionic While equipped: Stats +4 Dex dps ---------- Dmg.mod +14% mind +9% physical Melee Ret 12 mind ----- def ----- Resists +14% mind Phys.save +15 (+0 eff.) Heal.mod +30% ---------- misc Max.stam +10.00 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Ego++] Master While equipped: dps ---------- Phys.pwr +20 (+1 eff.) Spell.pwr +11 (+2 eff.) Mind.pwr +13 (+1 eff.) Mov.spd +25% Dmg.mod +6% all Acc +10 (+1 eff.) ----- def ----- Defense +11 (+1 eff.) Blinding Speed: Puts all charms on 4 cooldown Level 3.0 Pwr.cost 4 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Ego++] Master While equipped: dps ---------- Phys.pwr +13 (+1 eff.) Spell.pwr +9 (+1 eff.) Mind.pwr +18 (+2 eff.) Mov.spd +21% Dmg.mod +7% all Acc +14 (+1 eff.) ----- def ----- Defense +12 (+1 eff.) Blinding Speed: Puts all charms on 4 cooldown Level 3.0 Pwr.cost 4 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: Stats +14 Str +4 Mag +14 Con dps ---------- Phys.pwr +13 (+1 eff.) Melee Ret 20 fire ----- def ----- Phys.save +12 (+0 eff.) Silence- +30% Pinning- +15% Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Rare] Arcane While equipped: Stats +9 Mag dps ---------- Crit.mult +15.00% Res.pen +25% fire ----- def ----- Resists +12% nature +12% temporal Crit.dmg- 20.00% Spell.save +30 (+0 eff.) Blind- +45% ---------- misc Max.psi +50.00 Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Rare] Psionic While equipped: Stats +8 Cun +8 Wil dps ---------- Mind.pwr +13 (+1 eff.) Dmg.mod +24% darkness Res.pen +15% blight +15% temporal Melee Ret 20 blight 24 temporal ----- def ----- Resists +9% darkness +15% temporal Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Mind.pwr +8 (+1 eff.) Dmg.mod +12% cold Melee Ret 16 nature ----- def ----- Resists +24% cold Mind.save +30 (+2 eff.) ---------- misc Equi/ret +0.12 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +5 Str dps ---------- Mind.crit +7% Crit.mult +15.00% Melee Ret 12 mind ----- def ----- Fatigue -8% Mind.save +40 (+3 eff.) Max.HP +100.00 HP.reg +1.90 Heal.mod +30% ---------- misc Max.psi +66.00 Telepathy Dragon Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Rare] Psionic While equipped: Stats +6 Str +8 Wil +8 Cun dps ---------- Phys.crit +4.0% Crit.mult +9.00% Mind.pwr +14 (+1 eff.) Melee Ret 12 lightning ----- def ----- Armour +6 Resists +15% nature Spell.save +40 (+0 eff.) Max.HP +30.00 Blind- +20% Pinning- +15% Teleport- +25% Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +3 Dex dps ---------- Phys.crit +4.0% Crit.mult +15.00% Dmg.mod +20% fire Res.pen +15% arcane ----- def ----- Resists +40% fire Die.at -80.00 life ---------- misc Stam/turn +0.60 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +5 Dex dps ---------- Phys.crit +5.0% Crit.mult +9.00% Acc +8 (+1 eff.) ----- def ----- Resists +15% light Spell.save +6 (+0 eff.) Max.HP +70.00 HP.reg +1.70 Heal.mod +30% Disease- +25% Stun/Frz- +25% Knockbk- +15% ---------- misc See.Invis +9 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Rare] Master While equipped: Stats +12 Str dps ---------- Mind.crit +3% Mind.pwr +10 (+1 eff.) Res.pen +25% mind ----- def ----- Armour +20 Fatigue -6% Crit.dmg- 15.00% ---------- misc See.Invis +9 Telepathy Dragon 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 T2 battleaxe 2H weapon [Rare] Arcane Power 122% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Nature Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +8 nature On Hit.r1 +4 nature While equipped: Stats +3 Mag +5 Wil dps ---------- Mind.crit +2% Spell.pwr +9 (+1 eff.) ---------- misc Telepathy Demon/Minor Humanoid/Orc Demon/Major Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Random Unique] Arcane/Master Power 171% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Blight Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 111% Melee+ +24 acid On Crit: * splashes the target with acid While equipped: Stats +9 Dex +10 Con dps ---------- Spell.crit +2% Mind.crit +2% Phys.pwr +19 (+1 eff.) Mind.pwr +8 (+1 eff.) Dmg.mod +6% blight Res.pen +21% physical Acc +21 (+2 eff.) On Hit (Melee): * 30% chance to disease ----- def ----- Resists +12% blight Mind.save +26 (+2 eff.) Disarm- +29% ---------- misc Hate/m.crit +2.00 Max.mana +20.00 Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Random Unique] Master/Psionic Power 169% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% On Hit: * 40% chance to corrode armour by 30% * 63% chance to cause random gloom * 20% chance to torment the target On Crit: * wounds the target for 7 turns: 75 bleeding, 112% reduced healing While equipped: Stats +2 Str +2 Dex dps ---------- Phys.crit +23.0% Phys.pwr +21 (+1 eff.) Res.pen +10% physical +21% mind +20% darkness Acc +23 (+2 eff.) Melee Ret 12 physical ----- def ----- Defense +21 (+1 eff.) Resists +12% acid +6% fire +9% mind Disarm- +70% Massive two-handed battleaxes. |
![]() 3.0 T4 battleaxe 2H weapon [Rare] Disrupt 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+ +24 nature +8 darkness +16 light On Hit: * 57% chance to blind * 25% chance to remove a magical effect While equipped: dps ---------- Dmg.mod +15% mind Res.pen +20% light +36% mind Melee Ret 20 darkness On Hit (Melee): * 43% chance to blind ----- def ----- Resists +12% mind ---------- misc Light +4 Massive two-handed battleaxes. |
![]() 3.0 T4 battleaxe 2H weapon [Ego+] Master Power 176% 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 111% While equipped: Stats +9 Dex dps ---------- Acc +19 (+2 eff.) Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Rare] Master Power 168% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Mind Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +16 mind On Hit.r1 +16 fire While equipped: dps ---------- Res.pen +15% mind +25% fire Acc +20 (+2 eff.) ----- def ----- Defense +14 (+1 eff.) Resists +9% fire Disarm- +64% Massive two-handed battleaxes. |
![]() 1.0 T5 dagger 1H weapon [Random Unique] Master/Psionic Power 148% Range: 1.3x Uses 40% Wil, 45% Str, 50% Mag 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +20 blight On Hit: * 59% chance to daze at end of turn * 20% chance to torment the target * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On Crit: * cripple the target While equipped: dps ---------- Phys.crit +10.0% Spell.crit +2% Dmg.mod +6% blight +6% lightning Res.pen +12% mind +12% darkness ---------- misc Mana/turn +0.12 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Rare] Master Power 146% Range: 1.3x Uses 40% Wil, 45% Str, 50% Mag 45% Dex Dmg Fire Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +20 mind On Hit: * 40% chance to cause random gloom While equipped: dps ---------- Dmg.mod +9% mind Res.pen +10% mind Acc +12 (+1 eff.) Melee Ret 20 mind ----- def ----- Defense +10 (+0 eff.) Resists +9% mind +12% fire Disarm- +32% Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Rare] Arcane Power 147% Range: 1.3x Uses 40% Wil, 45% Str, 50% Mag 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +32 acid +16 temporal While equipped: dps ---------- Dmg.mod +6% acid Melee Ret 8 acid 9 temporal 12 darkness On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +9% acid +16% temporal +12% darkness Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Rare] Master Power 107% Range: 1.3x Uses 40% Wil, 45% Str, 50% Mag 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 mind +4 nature On Hit: * 40% chance to cause random gloom On Crit: * cripple the target While equipped: dps ---------- Phys.crit +6.0% Res.pen +20% mind Melee Ret 20 mind On Hit (Melee): * Slows global speed by 15% Sharp, short and deadly. |
![]() 12.0 T5 greatmaul 2H weapon [Unique] Arcane Power 205% Range: 1.5x Uses 40% Wil, 50% Mag, 140% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +22 Crit +10.0% Atk.spd 83% Dmg.conv 20% blight On Hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 885.31 to 2655.93 physical damage (based on Strength). While equipped: dps ---------- Crit.mult +40.00% Dmg.mod +12% physical ----- def ----- Knockbk- +30% Knock away other craatures within radius 4), dealing 2318.48 to 4636.96 physical damage (based on Strength) to each. Uses 5 power out of 50/50 The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
![]() 5.0 T4 greatmaul 2H weapon [Rare] Master Power 167% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +19% physical Res.pen +19% physical Apr +19 ----- def ----- Resists +9% temporal +9% mind +9% fire +5% arcane +15% nature Blind- +15% Disease- +15% Pinning- +20% Massive two-handed mauls. |
![]() 5.0 T3 greatmaul 2H weapon [Random Unique] Arcane/Nature/Master 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+ +23 insidious poison +30 lightning On Hit: * 20% chance to disease * 25% chance for lightning to arc to a second target On Crit: * wounds the target for 7 turns: 75 bleeding, 112% reduced healing While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +12 (+1 eff.) ----- def ----- Resists +6% lightning Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Unique] Arcane Power 182% Range: 1.5x Uses 40% Wil, 50% Mag, 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +15 Crit +2.0% Atk.spd 100% On Hit: 10% Obliterating Smash 3 While equipped: dps ---------- Phys.pwr +12 (+1 eff.) Acc +20 (+2 eff.) ---------- misc Masteries +0.20 Corruption/Brutality +0.20 Technique/Two-handed assault ShadowPwr +10 Increases all damage by 1% for each point of your Shadow Power. Reckless Strike: Level 3.0 Pwr.cost 3 out of 25/25. Range melee/personal Travel.spd instantaneous Is a spell Description: Hits the target doing 255% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." |
![]() 5.0 T3 greatmaul 2H weapon [Ego++] Disrupt Power 156% 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% Against +24% Unnatural On Hit: * 26 arcane resource burn * disrupts spell-casting On Crit: * burns latent spell energy Massive two-handed mauls. |
![]() 5.0 T4 greatmaul 2H weapon [Ego++] Master Power 166% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 111% While equipped: Stats +7 Str +9 Dex dps ---------- Dmg.mod +19% physical Acc +31 (+3 eff.) ---------- misc Stam/ret +3.00 Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Ego++] Nature/Psionic Power 179% 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% On Hit: * 49% chance to daze at end of turn * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +6 Str +6 Dex +5 Mag +6 Wil +6 Cun +6 Con dps ---------- Res.pen +21% lightning Massive two-handed mauls. |
![]() 5.0 T4 greatmaul 2H weapon [Ego+] Master Power 186% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Res.pen +19% physical Acc +19 (+2 eff.) Apr +19 Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Rare] Master Power 202% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +9 Crit +8.0% Atk.spd 100% Melee+ +12 physical While equipped: Stats +3 Dex dps ---------- Phys.crit +4.0% Dmg.mod +15% physical Acc +10 (+1 eff.) Apr +7 Melee Ret 20 temporal ----- def ----- Armour +16 Max.HP +50.00 Massive two-handed mauls. |
![]() 3.0 T5 greatsword 2H weapon [Random Unique] Nature/Master/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+ +16 temporal +9 nature On Hit: * 40% chance to daze at end of turn * 20% chance to torment the target On Crit: * wounds the target for 7 turns: 75 bleeding, 112% reduced healing While equipped: dps ---------- Phys.crit +14.0% Phys.pwr +14 (+1 eff.) Dmg.mod +15% nature +9% lightning Res.pen +12% mind +14% darkness On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +6% lightning Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Rare] Psionic Power 160% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Melee+ +30 mind +16 temporal On Hit: * 42% chance to cause random gloom While equipped: Stats +14 Cun +9 Wil dps ---------- Dmg.mod +12% light Res.pen +15% light On Hit (Melee): * 40% chance to gain 10% of a turn (3/turn limit) ---------- misc Light +3 Infravis +3 Massive two-handed swords. |
![]() 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 T2 greatsword 2H weapon [Rare] Psionic Power 128% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +7 mind On Hit: * 17% chance to cause random gloom While equipped: Stats +3 Cun +3 Wil ----- def ----- Armour +6 Defense +3 (+0 eff.) Rng.Def +3 (+0 eff.) Cut- +15% Stun/Frz- +5% ---------- misc See.Invis +6 Massive two-handed swords. |
![]() 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. |
![]() 3.0 T2 greatsword 2H weapon [Rare] Master Power 128% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% On Crit: * cripple the target While equipped: Stats +1 Str +5 Dex +1 Cun dps ---------- Phys.crit +7.0% Dmg.mod +9% light Res.pen +10% light ---------- misc Infravis +1 Massive two-handed swords. |
![]() 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 T5 greatsword 2H weapon [Rare] Master Power 194% 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% Phasing +30% Melee+ +20 lightning While equipped: Stats +5 Mag dps ---------- Spell.pwr +10 (+2 eff.) Res.pen +20% nature Melee Ret 20 blight 12 nature 16 arcane ----- def ----- Spell.save +60 (+0 eff.) ---------- misc Mana/turn +0.16 Vim/s.crit +4.00 Massive two-handed swords. |
![]() 3.0 T1 greatsword 2H weapon [Ego++] Nature/Master Power 115% 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 Crit.r2 +14 ice On Crit: * cripple the target While equipped: dps ---------- Phys.crit +10.0% Res.pen +10% cold ----- def ----- Armour +10 Massive two-handed swords. |
![]() 4.0 T3 longbow 2H weapon [Unique] Arcane Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Atk.spd 143% Range +9 While equipped: Stats +5 Dex +4 Mag dps ---------- Ranged+ 15 temporal Dmg.mod +10% temporal ----- def ----- HP.reg +2.00 ---------- misc Masteries +0.10 Chronomancy/Bow Threading Epoch's Curve has served the Wardens for generations and was passed from Warden to Warden for many years before being lost. According to legend it was made from the first ash sapling to sprout after the Spellblaze and carries powers of both time and renewal. |
![]() 4.0 T3 longbow 2H weapon [Unique] Arcane Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Atk.spd 125% Range +9 Proj.spd +400% On Hit: 100% Arcane Eye 4 While equipped: dps ---------- Ranged+ 25 arcane ---------- misc Light +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
![]() 4.0 T5 longbow 2H weapon [Unique] Nature Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Apr +12 Atk.spd 143% Range +10 While equipped: Stats +10 Dex +10 Wil dps ---------- Ranged+ 30 light Dmg.mod +30% physical ---------- misc Light +1 In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. |
![]() 3.0 T4 longsword 1H weapon [Ego+] Master Power 145% 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 Crit: * cripple the target While equipped: dps ---------- Phys.crit +13.0% Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon [Random Unique] Arcane/Master Power 155% 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% Melee+ +59 cold While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +4 (+0 eff.) Spell.pwr +6 (+1 eff.) Res.pen +10% lightning +15% physical Acc +15 (+1 eff.) ----- def ----- Defense +15 (+1 eff.) Resists +2% physical Max.HP +40.00 Heal.mod +30% Disarm- +40% ---------- misc Mana/s.crit +3.00 Blunt and deadly. |
![]() 3.0 T4 mace 1H weapon [Rare] Psionic Power 144% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Dmg.mod +30% lightning +9% temporal Res.pen +20% temporal On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% Blunt and deadly. |
![]() 3.0 T4 mace 1H weapon [Rare] Master Power 157% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Str +5 Dex +2 Con dps ---------- Phys.pwr +10 (+1 eff.) Acc +4 (+1 eff.) ----- def ----- Armour +4 Blunt and deadly. |
![]() 3.0 T2 mace 1H weapon [Random Unique] Master/Psionic Power 123% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On Crit: * cripple the target While equipped: dps ---------- Phys.crit +7.0% Dmg.mod +3% acid ----- def ----- Resists +3% nature +6% cold Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon [Ego+] Arcane Power 137% 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% On Hit: * Random elemental explosion While equipped: dps ---------- Res.pen +13% acid +13% fire +13% lightning +12% cold Blunt and deadly. |
![]() 3.0 T1 mace 1H weapon [Normal] Power 107% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon [Ego++] Nature/Master Power 133% 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% On Hit: * 23% chance to daze at end of turn On Crit: * cripple the target While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con dps ---------- Phys.crit +10.0% Res.pen +11% lightning Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego++] Master Power 157% 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 Crit: * cripple the target While equipped: dps ---------- Phys.crit +14.0% Res.pen +15% physical Acc +5 (+1 eff.) Apr +15 Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Random Unique] Arcane/Nature/Master Power 158% 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 Crit.r2 +20 fire On Crit: * cripple the target While equipped: Stats +8 Mag +7 Wil dps ---------- Phys.crit +15.0% Spell.pwr +14 (+2 eff.) All.spd +6% Res.pen +13% fire Apr +2 ----- def ----- Resists +2% physical Phys.save +30 (+0 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Light +4 See.Invis +6 Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Random Unique] Arcane/Psionic Power 157% 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% Melee+ +24 blight On Hit: * 30% 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: Stats +6 Mag +7 Wil dps ---------- Phys.pwr +4 (+0 eff.) Spell.pwr +15 (+2 eff.) Dmg.mod +12% light Acc +4 (+1 eff.) ----- def ----- Armour +7 Defense +9 (+0 eff.) Rng.Def +9 (+0 eff.) HP.reg +0.40 ---------- misc Light +3 Blunt and deadly. |
![]() 3.0 T5 mindstar 1H weapon [Rare] Nature Power 116% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Mind.crit +7% Mind.pwr +10 (+1 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Mind.save +6 (+0 eff.) Max.HP +33.00 HP.reg +1.10 Heal/summ +40 ---------- misc Max.hate +4.00 Max.psi +50.00 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/Psionic This natural venom should be returned to the wyrm. This mindstar will resonate with other psionic mindstars. Power 114% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Hit: * 20% chance to disease * 20% chance to cause random gloom While equipped: Stats +2 Dex +2 Mag +3 Cun dps ---------- Mind.crit +5% Mind.pwr +10 (+1 eff.) Dmg.mod +9% mind +16% acid Res.pen +14% acid +9% mind +5% blight Melee Ret 19 acid ----- def ----- Resists +8% acid +7% mind +9% blight Dmg.Resnn +17% Mind.save +6 (+0 eff.) HP.reg +2.00 ---------- misc Psi/ret +2.50 Psi/m.crit +0.00 Max.psi +50.00 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/Psionic This natural lightning should be returned to the wyrm. This harmonious mindstar will complement other natural mindstars. Power 112% 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% On Hit.r1 +8 mind On Hit: * Slows global speed by 58% * 58% chance to cause random gloom While equipped: Stats +4 Str +3 Dex +4 Mag +4 Wil +3 Cun +3 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+1 eff.) Dmg.mod +12% lightning +9% temporal +10% darkness +10% nature +9% mind Res.pen +19% lightning +9% nature +10% mind Melee Ret 17 lightning 4 temporal 10 mind 10 darkness On Hit (Melee): * Slows global speed by 15% ----- def ----- Resists +19% lightning +3% temporal +16% nature +3% mind ---------- misc Equi/ret +1.60 Masteries +0.20 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature Power 95% Range: 1.1x Uses 65% Wil, 50% Mag, 10% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.20 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.0 Pwr.cost 6 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 106 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
![]() 3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 97% 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% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+0 eff.) Dmg.mod +4% mind +3% darkness Melee Ret 4 mind 5 darkness ----- def ----- Resists +3% physical +5% arcane +12% darkness Disease- +10% Pinning- +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 [Rare] Nature Power 113% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +45 Crit +5.0% Atk.spd 100% On Hit.r1 +24 acid While equipped: Stats +3 Dex +3 Con dps ---------- Phys.crit +5.0% Mind.crit +5% Mind.pwr +10 (+1 eff.) Dmg.mod +9% nature Acc +6 (+1 eff.) Melee Ret 12 acid On Hit (Melee): * 41% chance to corrode armour by 30% ----- def ----- Armour +8 Resists +10% blight Disease- +25% ---------- misc Max.psi +30.00 Telepathy Demon/Minor Demon/Major 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 [Unique] Nature Nature requires balance in these matters. Power 95% Range: 1.1x Uses 75% Wil, 50% Mag, 15% Cun Dmg Fire Mastery Psiblades Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 95% Range: 1.1x Uses 75% Wil, 50% Mag, 15% Cun Dmg Cold Mastery Psiblades Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic This natural frost should be returned to the wyrm. This mindstar absorbs psionic energy that needs to be projected. Power 115% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +40 Crit +16.0% Atk.spd 100% Melee+ +4 lightning On Hit.r1 +4 mind On Hit: * Slows global speed by 17% * 20% chance to corrode armour by 30% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+1 eff.) Dmg.mod +3% blight +16% cold +3% mind +12% lightning Res.pen +15% cold Melee Ret 17 ice On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +10 Resists +21% lightning +35% cold +3% mind +23% fire ---------- misc Masteries +0.20 Psionic/Voracity +0.20 Psionic/Absorption Divide the mindstar in two Puts all charms on 1 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic The natural wyrm seeks an element. Power 113% 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+ +12 light On Hit.r1 +4 darkness +16 light On Crit.r2 +12 darkness On Hit: * 20% chance to inflict 15% damage reduction While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+1 eff.) Dmg.mod +15% fire Res.pen +15% arcane Melee Ret 10 lightning 10 physical 10 cold 10 acid 9 fire ----- def ----- Resists +10% lightning +10% physical +9% fire +10% cold +9% acid ---------- misc Hate/kill +10.00 Psi/kill +9.00 Masteries +0.40 Psionic/Voracity +0.40 Cursed/Dark sustenance Inflict 1734.52 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 2 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 T2 mindstar 1H weapon [Rare] Nature Power 87% 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: * Slows global speed by 40% While equipped: dps ---------- Mind.crit +2% Mind.pwr +8 (+1 eff.) ----- def ----- Resists +6% darkness +3% cold Poison- +20% Stun/Frz- +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 [Rare] Nature Power 113% 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+ +12 temporal On Hit.r1 +8 arcane On Crit.r2 +16 arcane +8 fire While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+1 eff.) Dmg.mod +12% fire +6% temporal Res.pen +10% temporal Melee Ret 8 arcane On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +24% fire Max.HP +48.00 HP.reg +2.00 Def/telep +15 Res/telep +15% Dur/telep +15% 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 [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 89% Range: 1.1x Uses 75% Wil, 50% Mag, 15% Cun Dmg Physical Mastery Psiblades Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+0 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
![]() 3.0 T2 mindstar 1H weapon [Rare] Nature Power 87% 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% Melee+ +4 light On Crit.r2 +4 mind +4 light While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+0 eff.) Dmg.mod +3% acid Res.pen +5% mind +10% light Melee Ret 16 light ----- def ----- Resists +9% mind ---------- misc Equi/ret +0.50 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic This mindstar projects psionic energy if enough is absorbed. This mindstar will resonate with other psionic mindstars. 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+ +12 darkness On Hit: * Slows global speed by 60% * 10 arcane resource burn While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+1 eff.) Dmg.mod +24% lightning +10% nature +25% fire +10% mind +25% cold Res.pen +10% mind Melee Ret 16 darkness ----- def ----- Resists +3% acid +6% light +10% blight +22% mind +6% nature Dmg.Resnn +25% Spell.save +3 (+0 eff.) Disease- +24% ---------- misc Psi/ret +1.80 Masteries +0.20 Psionic/Focus +0.20 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Rare] Nature/Disrupt/Psionic This purifying mindstar will cleanse other mindstars. Power 113% 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+ +4 darkness On Hit.r1 +4 darkness +4 light On Crit.r2 +4 light On Hit: * 40% chance to blind While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+1 eff.) Dmg.mod +12% light +8% darkness +6% fire +9% arcane +10% mind Res.pen +5% fire +7% arcane +10% darkness Melee Ret 14 darkness 9 mind 4 light On Hit (Melee): * 15% chance to inflict 15% damage reduction * 44% chance to blind On Melee Ret: * 20 arcane resource burn ----- def ----- Resists +10% arcane Destroy Magic: (Instant) Puts all charms on 3 cooldown Level 4.0 Pwr.cost 3 out of 30/30. Range melee/personal Travel.spd instantaneous Description: The target has a 8% chance (stacking to a maximum of 66%) to fail to cast any spell. At level 2 magical effects may be disrupted, at level 3 magical sustains may be disrupted, and at level 5 magical constructs and undead may be stunned. 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 T4 mindstar 1H weapon [Rare] Nature Power 107% Range: 1.1x Uses 85% Wil, 50% Mag, 25% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Hit.r1 +16 fire While equipped: Stats +2 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Dmg.mod +6% fire Res.pen +15% fire Melee Ret 28 darkness 12 fire ----- def ----- Resists +15% darkness +6% fire Phys.save +8 (+0 eff.) Spell.save +7 (+0 eff.) Mind.save +7 (+0 eff.) ---------- misc Equi/ret +2.10 Psi/ret +0.20 Max.hate +8.00 Telepathy Demon/Minor Demon/Major 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 T4 mindstar 1H weapon [Rare] Nature Power 106% Range: 1.1x Uses 85% Wil, 50% Mag, 25% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Melee+ +8 lightning While equipped: Stats +3 Str +2 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Dmg.mod +9% acid On Hit (Melee): * 23 arcane resource burn * Slows global speed by 35% ----- def ----- Resists +5% arcane +9% acid ---------- misc Equi/ret +2.10 See.Invis +6 Telepathy Demon/Minor Demon/Major 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 This natural mindstar calls for a summoner. This natural mindstar summons a caller. Power 113% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Dex +3 Con dps ---------- Mind.crit +11% Mind.pwr +22 (+2 eff.) Dmg.mod +24% acid +14% fire +12% cold +24% physical Res.pen +8% acid +10% fire +6% cold +10% physical Apr +5 On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +4 Phys.save +30 (+0 eff.) Heal.mod +15% ---------- misc Equi/ret +2.50 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon [Ego++] Nature This natural mindstar calls for a summoner. This natural lightning should be returned to the wyrm. Power 106% Range: 1.1x Uses 85% Wil, 50% Mag, 25% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Str +3 Dex +2 Mag +4 Wil +3 Cun +3 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Dmg.mod +8% acid +9% physical +9% fire +11% lightning +9% cold Res.pen +6% acid +8% physical +6% fire +9% lightning +3% cold Melee Ret 10 lightning ----- def ----- Resists +10% lightning Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon [Ego++] Nature This natural mindstar calls for a summoner. This natural lightning should be returned to the wyrm. Power 108% Range: 1.1x Uses 85% Wil, 50% Mag, 25% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +1 Str +3 Dex +2 Mag +2 Wil +2 Cun +3 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Dmg.mod +9% acid +9% physical +9% fire +10% lightning +9% cold Res.pen +4% acid +5% physical +5% fire +9% lightning +6% cold Melee Ret 8 lightning ----- def ----- Resists +5% lightning Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon [Ego++] Nature This natural mindstar calls for a summoner. This natural lightning should be returned to the wyrm. Power 97% 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% While equipped: Stats +2 Str +2 Dex +3 Mag +1 Wil +1 Cun +1 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+0 eff.) Dmg.mod +7% acid +7% physical +8% fire +6% lightning +11% cold Res.pen +2% acid +4% physical +2% fire +10% lightning +4% cold Melee Ret 7 lightning ----- def ----- Resists +7% lightning Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Ego++] Nature/Psionic This psionic mindstar has an epiphany about dreams. This natural sand should be returned to the wyrm. Power 113% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +10% Mind.pwr +15 (+1 eff.) Dmg.mod +25% mind +18% physical Res.pen +17% physical Melee Ret 15 physical ----- def ----- Resists +18% physical Burrow: Puts all charms on 3 cooldown Level 1.0 Pwr.cost 3 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 40 of target armor and 20% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon [Ego++] Nature/Psionic This natural lightning should be returned to the wyrm. Power 96% 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% While equipped: Stats +2 Str +2 Dex +2 Mag +3 Wil +2 Cun +2 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+0 eff.) Dmg.mod +6% lightning Res.pen +4% lightning Melee Ret 4 lightning ----- def ----- Resists +6% lightning ---------- misc Hate/kill +2.00 Psi/kill +2.00 Masteries +0.10 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 1262.16 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 2 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 [Ego++] Nature/Psionic This natural venom should be returned to the wyrm. Power 95% Range: 1.1x Uses 80% Wil, 50% Mag, 20% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+0 eff.) Dmg.mod +14% acid Res.pen +14% acid Melee Ret 14 acid ----- def ----- Resists +14% acid HP.reg +1.40 ---------- misc Hate/kill +4.00 Psi/kill +3.00 Masteries +0.20 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 1279.00 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 2 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Rare] Nature/Disrupt Power 114% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +20 darkness +8 mind On Hit.r1 +8 mind While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+1 eff.) Dmg.mod +7% nature Res.pen +10% darkness +10% mind On Melee Ret: * Slows global speed by 4% ----- def ----- Resists +12% darkness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Rare] Nature This natural lightning should be returned to the wyrm. Power 113% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +12 fire On Hit.r1 +12 temporal On Crit.r2 +16 fire On Hit: * 40% chance to cause random gloom While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+1 eff.) Dmg.mod +20% lightning +6% fire Res.pen +18% lightning Melee Ret 17 lightning ----- def ----- Resists +17% lightning +3% temporal Def/telep +10 Res/telep +10% Dur/telep +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 T1 mindstar 1H weapon [Normal] Nature Power 75% Range: 1.1x Uses 70% Wil, 50% Mag, 10% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+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 T1 mindstar 1H weapon [Normal] Nature Power 72% Range: 1.1x Uses 70% Wil, 50% Mag, 10% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+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 T1 mindstar 1H weapon [Normal] Nature Power 75% Range: 1.1x Uses 70% Wil, 50% Mag, 10% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+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 [Ego+] Nature/Psionic This parasitic mindstar will draw strength from other psionic mindstars. Power 95% Range: 1.1x Uses 80% Wil, 50% Mag, 20% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+0 eff.) Dmg.mod +7% acid ----- def ----- HP.leech%% +16% HP.leech +17% ---------- misc Equi/ret +1.50 Hate/m.crit +4.00 Max.hate +17.00 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 T4 mindstar 1H weapon [Ego+] Nature This natural lightning should be returned to the wyrm. Power 108% Range: 1.1x Uses 85% Wil, 50% Mag, 25% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +3 Cun +4 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Dmg.mod +17% lightning Res.pen +17% lightning Melee Ret 12 lightning ----- def ----- Resists +17% lightning Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon [Ego+] Nature This natural venom should be returned to the wyrm. Power 95% Range: 1.1x Uses 80% Wil, 50% Mag, 20% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+0 eff.) Dmg.mod +14% acid Res.pen +14% acid Melee Ret 14 acid ----- def ----- Resists +12% acid HP.reg +1.40 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 [Unique] Master Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Atk.spd 143% Range +10 While equipped: Stats +3 Cun +4 Dex dps ---------- Dmg.mod +15% physical ---------- misc Cooldown Steady Shot -1 Scatter Shot -2 A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
![]() 4.0 T5 sling 1H weapon [Random Unique] Arcane Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Atk.spd 125% Range +10 Ranged+ +20 cold On Crit.r2 +2 mind On Hit: * 57% chance to disease While equipped: Stats +7 Mag dps ---------- Mind.crit +3% Mind.pwr +8 (+1 eff.) Dmg.mod +21% cold +12% physical +8% temporal Res.pen +10% temporal +5% mind +36% physical Phasing +45% ----- def ----- Resists +15% blight Mind.save +6 (+0 eff.) ---------- misc Reload +5 Masteries +0.20 Chronomancy/Bow Threading Instant Weapon Swap Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon [Unique] Master Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Atk.spd 143% Range +10 While equipped: Stats +10 Str +5 Con dps ---------- Dmg.mod +35% physical Res.pen +15% physical ----- def ----- Resists +10% physical Pinning- +30% Knockbk- +30% Bull Shot: Level 4.0 Pwr.cost 2 out of 16/16. Range melee/personal Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 236% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
![]() 4.0 T5 sling 1H weapon [Ego++] Nature Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Atk.spd 125% Range +10 Ranged+ +21 nature +20 cold While equipped: dps ---------- Res.pen +15% nature +15% cold ----- def ----- Armour +13 Resists +4% all Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T3 sling 1H weapon [Ego++] Nature/Disrupt Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Atk.spd 125% Range +8 Ranged+ +23 nature While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.pwr +9 (+1 eff.) Res.pen +11% nature On Hit (Ranged): * 13 arcane resource burn ----- def ----- Resists +7% all ---------- misc Masteries +0.20 Wild-gift/Antimagic Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T4 staff 2H weapon [Rare] Master 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% On Hit.r1 +12 acid While equipped: dps ---------- Phys.crit +9.0% Spell.crit +4% Crit.mult +12.00% Spell.pwr +12 (+2 eff.) Dmg.mod +25% physical Melee Ret 16 mind ----- def ----- Resists +15% acid Mind.save +12 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Random Unique] Arcane/Master 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% On Hit.r1 +4 blight While equipped: dps ---------- Phys.crit +5.0% Spell.crit +13% Crit.mult +14.00% Spell.pwr +12 (+2 eff.) S.pwr/crit +4 Dmg.mod +25% physical Melee Ret 4 blight ----- def ----- Armour +2 Resists +3% lightning Spell.save +9 (+0 eff.) Pinning- +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 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: Stats +5 Str +8 Dex +3 Mag +3 Wil +5 Cun dps ---------- Spell.crit +5% Spell.pwr +15 (+2 eff.) Dmg.mod +30% lightning On Hit (Melee): * 34 arcane resource burn * 17% chance to blind ----- def ----- Defense +15 (+1 eff.) Resists +15% temporal +18% darkness +9% fire Crit.dmg- 15.00% ---------- misc Light +4 See.Invis +9 Talents +1 Command Staff Illuminate: Puts all charms on 1 cooldown Level 2.0 Pwr.cost 1 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 1130.00 light damage. 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% Melee+ +24 acid +20 mind On Hit: * 40% chance to cause random gloom While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+1 eff.) Dmg.mod +20% physical Res.pen +10% mind ----- def ----- Resists +6% acid +9% mind ---------- misc Mana/turn +0.27 Max.mana +62.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 176% Range: 1.2x Uses 190% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +10 Atk.spd 100% Melee+ +10% confusion While equipped: dps ---------- Spell.crit +18% Spell.pwr +12 (+2 eff.) Dmg.mod +20% physical Acc +7 (+1 eff.) ---------- misc Masteries +0.20 Spell/Staff combat Channel Staff: Level 52.0 Pwr.cost 1 out of 20/20. Range 10 Travel.spd 2000% of base Is a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 266% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
![]() 5.0 T2 staff 2H weapon [Unique] Arcane Power 113% Range: 1.2x Uses 180% Mag, 40% Wil Dmg Arcane Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% Dmg.conv 50% blight While equipped: dps ---------- Spell.crit +4% Spell.pwr +14 (+2 eff.) Dmg.mod +18% arcane +18% blight ----- def ----- Resists +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 5 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
![]() 5.0 T5 staff 1H weapon [Random Unique] Arcane/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% While equipped: Stats +4 Str +3 Dex +3 Con dps ---------- Phys.crit +13.0% Spell.crit +9% Crit.mult +20.00% Spell.pwr +15 (+2 eff.) Dmg.mod +30% darkness Res.pen +20% darkness ----- def ----- Phys.save +10 (+0 eff.) Spell.save +12 (+0 eff.) Mind.save +7 (+0 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Rare] Arcane Power 152% 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% Melee+ +20 blight On Crit.r2 +12 mind On Hit: * 40% chance to corrode armour by 30% While equipped: dps ---------- Spell.crit +5% Spell.pwr +20 (+3 eff.) S.pwr/crit +8 Dmg.mod +9% acid +42% physical Res.pen +10% arcane Melee Ret 8 mind On Hit (Melee): * 41% chance to corrode armour by 30% ----- def ----- Resists +9% acid Spell.save +20 (+0 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 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 +37 (+5 eff.) Dmg.mod +30% blight +30% fire +30% darkness +30% acid Melee Ret 8 light ----- def ----- Resists +20% temporal +13% darkness +6% blight +3% cold +9% mind Spell.save +3 (+0 eff.) Anom.red +20 Disease- +20% Def/telep +35 Res/telep +25% Dur/telep +45% ---------- misc Mana/turn +0.39 Talents +1 Command Staff Channel mana (increasing mana regeneration by 500% for ten turns) Puts all charms on 3 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Rare] 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 Crit.r2 +8 fire On Hit: * 57% chance to blind While equipped: Stats +2 Cun dps ---------- Phys.crit +15.0% Spell.crit +5% Mind.crit +4% Crit.mult +39.00% Spell.pwr +15 (+2 eff.) Dmg.mod +9% fire +9% mind +30% cold Res.pen +20% light +15% mind On Hit (Melee): * 30% chance to blind ----- def ----- Mind.save +21 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Random Unique] Arcane Power 135% 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% On Hit.r1 +4 darkness On Crit.r2 +8 darkness While equipped: dps ---------- Spell.crit +14% Spell.pwr +18 (+3 eff.) Melee+ 7% confusion Dmg.mod +29% temporal Phasing +26% On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Defense +10 (+0 eff.) Resists +9% darkness +3% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 111% Range: 1.2x Uses 170% Mag, 40% Wil Dmg Nature Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+2 eff.) ----- def ----- Resists +30% blight +30% physical Affinity +20% physical Spell.save +15 (+0 eff.) ---------- misc Talents +1 Command Staff Cure up to 6 diseases or poisons (based on Magic). Uses 1 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
![]() 5.0 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% While equipped: Stats +4 Wil +11 Mag dps ---------- Spell.crit +16% Spell.pwr +12 (+2 eff.) Dmg.mod +25% physical Res.pen +34% blight Melee Ret 16 mind ----- def ----- Mind.save +9 (+1 eff.) ---------- misc Equi/ret +0.12 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 (+4 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 Fire Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+2 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 staff 1H weapon [Unique] Arcane A part of set. Power 66% Range: 1.2x Uses 40% Wil, 50% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+1 eff.) Confus- +20% ---------- misc Max.mana +50.00 The bottom part of Telos' broken staff. |
![]() 2.5 T5 staff 1H weapon [Unique] Arcane A part of set. Power 144% Range: 1.2x Uses 150% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +0 Crit +1.5% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Spell.crit +15% Spell.pwr +30 (+4 eff.) Dmg.mod +35% cold ----- def ----- Mind.save +8 (+1 eff.) ---------- misc Talents +1 Command Staff The top part of Telos' broken staff. |
![]() 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% On Hit.r1 +12 mind +20 fire On Crit.r2 +16 fire While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+2 eff.) Dmg.mod +30% fire Res.pen +25% mind On Hit (Melee): * 20% chance to blind ----- def ----- Defense +27 (+2 eff.) Rng.Def +12 (+1 eff.) Resists +2% physical +7% arcane +9% cold Spell.save +9 (+0 eff.) ---------- misc Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 1 cooldown Level 1.0 Pwr.cost 1 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 839.09 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Random Unique] 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 +20% While equipped: dps ---------- Spell.crit +4% Phys.pwr +4 (+0 eff.) Spell.pwr +18 (+3 eff.) S.pwr/crit +10 Dmg.mod +25% physical +25% temporal +25% darkness +25% light Res.pen +5% darkness On Hit (Melee): * 16% chance to disease ----- def ----- Defense +9 (+0 eff.) Rng.Def +9 (+0 eff.) Max.HP +40.00 ---------- misc Vim/s.crit +4.00 Max.vim +27.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Rare] Arcane Power 111% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +9.00% Spell.pwr +10 (+2 eff.) Dmg.mod +15% cold Res.pen +25% physical ----- def ----- Armour +4 Resists +15% mind +12% darkness Spell.save +30 (+0 eff.) Die.at -80.00 life Heal.mod +10% Knockbk- +20% Def/telep +20 Res/telep +20% Dur/telep +20% ---------- misc Talents +1 Command Staff Project a bolt elemental energy from the staff (to range 7) dealing 1343.91 to 1612.69 cold damage Puts all charms on 1 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Rare] Arcane Power 111% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +4 mind While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+1 eff.) Dmg.mod +15% physical Melee Ret 16 mind On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Armour +4 Defense +4 (+0 eff.) ---------- misc Wards +2 physical Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego++] Arcane 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 +30% cold On Hit (Melee): * 20% chance to disease ----- def ----- Armour +12 Defense +12 (+1 eff.) ---------- misc Vim/s.crit +5.00 Max.vim +33.00 Wards +3 cold Talents +5 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego++] Arcane 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 +32 (+4 eff.) Dmg.mod +30% light On Hit (Melee): * 20% chance to disease ---------- misc Mana/turn +0.40 Vim/s.crit +5.00 Max.vim +36.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 500% for ten turns) Puts all charms on 3 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Ego++] 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% While equipped: Stats +4 Mag +1 Cun +2 Con dps ---------- Spell.crit +3% Crit.mult +18.00% Spell.pwr +9 (+1 eff.) Dmg.mod +20% light ----- def ----- Resists +10% light ---------- misc Vim/s.crit +5.00 Max.vim +25.00 Max.N.En +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Rare] Arcane 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.r1 +12 temporal On Crit.r2 +24 fire While equipped: Stats +7 Str +2 Dex +3 Cun +3 Con dps ---------- Spell.crit +5% Spell.pwr +15 (+2 eff.) Dmg.mod +9% temporal +30% light +18% fire On Hit (Melee): * 62% chance to gain 10% of a turn (3/turn limit) ----- def ----- Crit.dmg- 15.00% ---------- misc Mana/turn +0.40 Max.mana +100.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Rare] Arcane Power 152% 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: Stats +4 Cun +4 Wil dps ---------- Spell.crit +5% Crit.mult +5.00% Spell.pwr +20 (+3 eff.) Dmg.mod +42% darkness +3% temporal Res.pen +10% temporal ----- def ----- Mind.save +20 (+1 eff.) Heal/summ +51 ---------- misc Hate/m.crit +2.00 Telepathy Demon/Minor Demon/Major Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Random Unique] Nature/Master 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% Melee+ +12 lightning On Hit: * 40% chance to daze at end of turn While equipped: dps ---------- Phys.crit +19.0% Spell.crit +4% Crit.mult +26.00% Spell.pwr +12 (+2 eff.) Dmg.mod +31% lightning Melee Ret 4 lightning On Hit (Melee): * 10% chance to blind ----- def ----- Defense +9 (+0 eff.) Resists +3% lightning ---------- misc Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 1 cooldown Level 2.0 Pwr.cost 1 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 1130.00 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Ego++] 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% While equipped: dps ---------- Phys.crit +9.0% Spell.crit +3% Spell.pwr +16 (+2 eff.) Melee+ 33 arcane Dmg.mod +20% physical Res.pen +10% physical ---------- misc Max.mana +74.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 1H weapon [Random Unique] Arcane/Master Power 121% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Con +3 Wil dps ---------- Phys.crit +7.0% Spell.crit +9% Crit.mult +10.00% Phys.pwr +8 (+1 eff.) Spell.pwr +16 (+2 eff.) Dmg.mod +3% arcane +20% physical Res.pen +5% arcane Acc +8 (+1 eff.) ----- def ----- Armour +11 Hardiness +5% Defense +4 (+0 eff.) Phys.save +5 (+0 eff.) ---------- misc Wards +2 physical Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Rare] Nature Power 121% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +5.5% Atk.spd 100% While equipped: Stats +5 Str +2 Dex +4 Mag +3 Cun +5 Con dps ---------- Spell.crit +3% Spell.pwr +14 (+2 eff.) Dmg.mod +20% fire ----- def ----- HP.reg +0.50 Heal.mod +15% ---------- misc Stam/turn +0.80 Telepathy Humanoid/Orc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 T3 steamgun 1H weapon Reqs Steam Pool [Unique] Arcane/Steamtech Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Apr +20 Atk.spd 100% Dmg.mult 100% Range +7 Proj.spd +600% Against +25% Undead On Crit: * release a burst of light dealing damage equal to your cunning plus your magic in a ball of radius 2. If the target is undead, the damage and radius are doubled. Uses 2.0 Steam "Pesky undead plaguing your village? Necromancers ransacking your burial grounds? The Vindicator is the solution to all your woes!" |
![]() 4.0 T5 steamgun 1H weapon Reqs Steam Pool [Ego++] Nature/Master/Steamtech Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Apr +28 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +20 acid blind Uses 2.0 Steam While equipped: dps ---------- Phys.crit +15.0% Res.pen +15% acid Acc +15 (+1 eff.) ----- def ----- HP.reg +2.10 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T3 steamgun 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +5 Str dps ---------- Phys.crit +11.0% Phys.pwr +11 (+1 eff.) Acc +11 (+1 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T4 steamgun 1H weapon Reqs Steam Pool [Ego++] Arcane/Master/Steamtech Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Apr +20 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Phys.crit +13.0% Res.pen +21% physical Phasing +43% Acc +12 (+1 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T4 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Power 136% Range: 1.5x Uses 40% Wil, 50% Mag, 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +72 Uses 1.0 Steam While equipped: dps ---------- Res.pen +13% physical Acc +13 (+1 eff.) Apr +13 ----- def ----- Armour +5 Defense +8 (+0 eff.) Fatigue +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 trident 2H weapon [Random Unique] Arcane/Nature Power 163% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Arcane Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +16 Crit +4.0% Atk.spd 100% Melee+ +49 insidious poison +27 acid On Crit.r2 +4 lightning On Hit: * 69% chance to daze at end of turn On Crit: * splashes the target with acid While equipped: Stats +5 Str +5 Dex +5 Mag +6 Wil +6 Cun +5 Con dps ---------- Res.pen +16% lightning +15% arcane +10% acid Melee Ret 12 acid On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Resists +5% arcane A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T4 trident 2H weapon [Rare] Master Power 172% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +19 Crit +3.5% Atk.spd 100% Melee+ +28 mind On Hit.r1 +12 mind On Crit.r2 +12 acid On Hit: * 60% chance to cause random gloom While equipped: ----- def ----- Resists +9% mind Phys.save +27 (+0 eff.) Die.at -60.00 life Max.HP +30.00 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 trident 2H weapon [Ego+] Arcane/Psionic Power 165% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +16 Crit +4.0% Atk.spd 100% Melee+ +28 lightning On Hit: * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance for lightning to arc to a second target A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T4 trident 2H weapon [Ego++] Nature/Master Power 149% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +13 Crit +3.5% Atk.spd 100% On Hit: * 41% chance to corrode armour by 30% While equipped: dps ---------- Phys.crit +19.0% Crit.mult +26.00% Res.pen +19% acid Apr +19 ----- def ----- HP.reg +3.00 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 trident 2H weapon [Normal] Power 166% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +16 Crit +4.0% Atk.spd 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 trident 2H weapon [Random Unique] Arcane/Master Power 187% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +16 Crit +4.0% Atk.spd 100% Melee+ +26 blight +40 fire +8 mind On Hit: 10% Epidemic 5 On Hit: * 28% chance to inflict 15% damage reduction * 27% chance to disease * 20% chance to curse the target While equipped: Stats +3 Cun dps ---------- Dmg.mod +9% temporal ----- def ----- Resists +8% arcane Disease- +34% ---------- misc Telepathy Dragon A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T4 trident 2H weapon [Ego+] Master Power 168% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +13 Crit +3.5% Atk.spd 100% While equipped: Stats +7 Con dps ---------- Phys.pwr +19 (+1 eff.) Res.pen +19% physical ----- def ----- Disarm- +41% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Nature/Master Power 155% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +10.0% Atk.spd 111% Phasing +10% Melee+ +54 insidious poison +8 mind On Crit.r2 +8 temporal On Crit: * cripple the target While equipped: Stats +5 Dex +2 Con dps ---------- Phys.crit +15.0% Acc +15 (+1 eff.) Melee Ret 4 physical ----- def ----- Defense +3 (+0 eff.) Rng.Def +3 (+0 eff.) Resists +6% mind +9% temporal One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Ego+] Master Power 124% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% On Crit: * wounds the target for 7 turns: 75 bleeding, 112% reduced healing While equipped: dps ---------- Phys.crit +11.0% Phys.pwr +7 (+1 eff.) Acc +11 (+1 eff.) ----- def ----- Defense +7 (+0 eff.) Disarm- +38% One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Master Power 150% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 111% While equipped: Stats +7 Dex dps ---------- Acc +15 (+1 eff.) One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Ego+] Arcane/Master Power 125% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +10 light Against +20% Undead While equipped: dps ---------- Res.pen +11% physical Acc +11 (+1 eff.) Apr +10 One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Nature/Master/Psionic Power 150% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +7 Crit +10.0% Atk.spd 100% Melee+ +20 nature +16 temporal On Hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Dmg.mod +15% physical Res.pen +5% lightning +15% physical Acc +10 (+1 eff.) Apr +17 ----- def ----- Armour +2 Fatigue -8% Resists +2% physical HP.reg +0.40 One-handed war axes. |
![]() 3.0 T3 whip 1H weapon [Unique] Psionic Power 119% Range: 1.1x Uses 60% Wil, 10% Cun, 50% Mag 70% Dex Dmg Mind Mastery Exotic Weapons Mastery Acc+ +0.4% crit.pwr / acc Acc uses Wil Apr +7 Crit +5.0% Atk.spd 125% While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+1 eff.) Strike all targets in a line (for 100% weapon damage as mind) out to range 4. Uses 1 power out of 10/10 A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. |
![]() 1.0 T5 belt armor [Rare] Master While equipped: Stats +6 Cun +5 Dex dps ---------- Phys.crit +15.0% Mind.crit +15% Dmg.mod +12% arcane Res.pen +25% blight +25% temporal Melee Ret 12 arcane On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +15% blight +15% temporal +7% arcane A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Disrupt While equipped: dps ---------- Melee Ret 4 physical ----- def ----- Resists +6% acid +1% physical +6% blight Heal.mod +10% ---------- misc Stam/turn +0.20 Max.stam +5.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +6 Fatigue -7% Resists +12% darkness +6% temporal Poison- +25% Silence- +20% Pinning- +15% Stun/Frz- +20% ---------- misc Max.enc +44 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +4 Mag dps ---------- Phys.crit +5.0% Crit.mult +9.00% Phys.pwr +5 (+0 eff.) Dmg.mod +12% lightning Res.pen +10% lightning Melee Ret 12 lightning On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Fatigue -8% ---------- misc Max.enc +48 Mana/turn +0.46 Max.mana +53.00 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Rare] Arcane While equipped: Stats +7 Con dps ---------- Phys.crit +4.0% Phys.pwr +6 (+0 eff.) Dmg.mod +12% light Acc +6 (+1 eff.) ----- def ----- Armour +25 Resists +9% blight +3% physical Max.HP +30.00 HP.reg +0.80 Def/telep +10 Res/telep +10% Dur/telep +10% Create a temporary shield that absorbs 269 damage Puts all charms on 3 cooldown A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +6 Dex +5 Cun +6 Con dps ---------- Phys.crit +13.0% Mind.crit +12% Mind.pwr +9 (+1 eff.) Dmg.mod +9% light Melee Ret 12 arcane ----- def ----- Armour +12 Defense +3 (+0 eff.) Rng.Def +3 (+0 eff.) Mind.save +15 (+1 eff.) Die.at -20.00 life HP.reg +3.20 Heal.mod +24% Silence- +10% Disarm- +10% ---------- misc Mana/s.crit +2.00 Max.mana +20.00 Max.vim +10.00 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +6 Dex +3 Mag +6 Cun +2 Con dps ---------- Phys.crit +23.0% Mind.crit +11% Crit.mult +3.00% Dmg.mod +6% lightning ----- def ----- Armour +25 Defense +17 (+1 eff.) Rng.Def +6 (+0 eff.) Resists +21% lightning +14% temporal +3% nature Phys.save +25 (+0 eff.) ---------- misc Telepathy Dragon A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +7 Mag dps ---------- Melee Ret 60 ice ----- def ----- Defense +12 (+1 eff.) Resists +25% cold -15% fire +8% all Release a radius 4 chilling blast, instantly dealing 1759.74 cold damage and condensing the air into freezing vapors that deal 586.58 cold damage (based on Magic) each turn for 10 turns. Uses 3 power out of 30/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
![]() 2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+1 eff.) Dmg.mod +5% physical ----- def ----- Armour +10 Hardiness +15% Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.10 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.0 Pwr.cost 6 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 12 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 869.80 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
![]() 2.0 T3 cloak armor [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.crit +7% ----- def ----- Defense +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +27% blight Res.pen +20% blight Acc +35 (+3 eff.) Melee Ret 20 blight 12 arcane 16 darkness ----- def ----- Defense +3 (+0 eff.) Fatigue -9% Resists +23% blight Max.HP +101.00 ---------- misc Max.stam +24.00 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: Stats +4 Str +3 Con dps ---------- Crit.mult +35.00% Dmg.mod +15% mind Melee Ret 24 light ----- def ----- Armour +6 Defense +16 (+1 eff.) Rng.Def +13 (+1 eff.) ---------- misc Light +4 Telepathy Demon/Minor Demon/Major 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 [Ego+] Arcane/Psionic While equipped: Stats +4 Mag +8 Wil dps ---------- Spell.crit +7% ----- def ----- Defense +2 (+0 eff.) 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 [Ego+] Nature/Master While equipped: Stats +3 Cun +3 Dex ----- def ----- Defense +2 (+0 eff.) Resists +8% acid +8% fire +8% lightning +8% cold 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 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +9 Mag +3 Wil +10 Con dps ---------- Spell.crit +3% Mind.crit +6% Mind.pwr +6 (+0 eff.) Dmg.mod +12% lightning +19% temporal +20% physical +12% arcane +20% nature Res.pen +15% temporal +15% physical Melee Ret 12 lightning On Hit (Melee): * 45% chance to corrode armour by 30% ----- def ----- Defense +5 (+0 eff.) Resists +9% acid Mind.save +30 (+2 eff.) Anom.red +16 Poison- +50% Disease- +50% ---------- misc Max.vim +30.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% temporal Res.pen +15% light +15% mind Melee Ret 28 light On Hit (Melee): * 43% chance to blind * 50% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +8 (+0 eff.) Resists +12% mind Phys.save +27 (+0 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% acid +24% fire +15% light +12% mind Res.pen +29% mind +15% fire On Hit (Melee): * 35% chance to corrode armour by 30% ----- def ----- Defense +2 (+0 eff.) Resists +22% light +9% acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +8 Str +5 Mag +8 Wil +10 Cun dps ---------- Crit.mult +19.00% Dmg.mod +20% lightning +15% physical +20% cold +9% acid +19% fire Res.pen +10% darkness Melee Ret 8 darkness ----- def ----- Defense +5 (+0 eff.) Resists +30% lightning +15% cold +6% darkness +28% fire ---------- misc Hate/m.crit +4.00 Psi/m.crit +5.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +14% darkness +27% acid Res.pen +30% blight +15% mind On Hit (Melee): * 41% chance to corrode armour by 30% ----- def ----- Resists +15% blight +30% acid +12% mind +21% darkness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +8 (+0 eff.) Resists +20% fire -10% cold This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
![]() 2.0 T2 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning Res.pen +20% mind ----- def ----- Resists +16% lightning +3% mind A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Rare] Nature While equipped: Stats +12 Str +10 Mag +7 Wil +3 Cun +3 Con dps ---------- Dmg.mod +12% lightning +11% physical +9% darkness +13% cold Res.pen +20% light ----- def ----- Defense +2 (+0 eff.) Fatigue -8% Resists +11% lightning +11% cold ---------- misc Light +3 Infravis +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Rare] Arcane While equipped: Stats +2 Str +2 Dex dps ---------- Mind.crit +3% Dmg.mod +15% temporal ----- def ----- Defense +2 (+0 eff.) Resists +15% temporal Mind.save +30 (+2 eff.) ---------- misc Max.psi +20.00 Infravis +3 Telepathy Demon/Minor Demon/Major 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 (+1 eff.) Resists +15% acid +12% physical Phys.save +10 (+0 eff.) Send out a range 5 beam of kinetic energy, dealing 455.23 to 569.03 physical damage (based on Willpower and Cunning) with knockback. Uses 1 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Spell.pwr +15 (+2 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+0 eff.) Resists +10% fire +10% cold Spell.save +18 (+0 eff.) Mind.save +15 (+1 eff.) Blind- +40% ---------- misc Mana/turn +1.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() 2.0 T4 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.crit +3% Mind.crit +2% Spell.pwr +12 (+2 eff.) Mind.pwr +7 (+1 eff.) S.pwr/crit +4 Dmg.mod +9% physical +14% darkness +13% temporal Res.pen +8% physical +11% darkness +10% mind ----- def ----- Defense +3 (+0 eff.) Resists +13% temporal Silence- +33% ---------- misc Mana/turn +0.16 Mana/s.crit +2.00 Max.mana +40.00 Max.hate +9.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% acid Res.pen +5% arcane +5% nature Melee Ret 12 arcane ----- def ----- Resists +16% acid +6% nature A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Normal] While equipped: ----- def ----- Defense +2 (+0 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Normal] A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego++] Arcane/Nature While equipped: Stats +8 Str +8 Mag +8 Wil dps ---------- Spell.crit +15% Spell.pwr +30 (+4 eff.) Dmg.mod +19% lightning +14% physical +20% cold ----- def ----- Defense +5 (+0 eff.) Resists +15% lightning +15% cold ---------- misc Mana/turn +0.39 Max.mana +100.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego++] Nature While equipped: Stats +7 Con dps ---------- Dmg.mod +8% nature ----- def ----- Defense +2 (+0 eff.) Resists +14% blight Max.HP +67.00 HP.reg +4.20 Heal.mod +22% Poison- +34% Disease- +38% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +4 Dex +2 Mag +6 Cun +2 Con ----- def ----- Armour +4 Defense +5 (+0 eff.) Rng.Def +5 (+0 eff.) Fatigue +3% Crit.dmg- 5.00% Silence- +30% Confus- +23% Stun/Frz- +35% ---------- misc See.Invis +9 Disengage: Puts all charms on 2 cooldown Level 3.0 Pwr.cost 2 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 [Unique] Arcane While equipped: Stats +8 Cun +4 Dex ----- def ----- Armour +1 Defense +7 (+0 eff.) Fatigue +2% ---------- misc Masteries +0.10 Spell/Temporal Blink to a nearby random location within range 19 (based on Magic). Uses 3 power out of 40/40 Those leather boots can make anybody as annoying as their former possessor, Draebor. |
![]() 3.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +5 Wil +11 Mag dps ---------- Spell.crit +5% Dmg.mod +12% blight Res.pen +10% lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +14 Fatigue +4% Spell.save +5 (+0 eff.) ---------- misc Mana/turn +0.55 Max.mana +60.00 Spell.cld 10% Infravis +2 Telepathy Dragon Demon/Major Demon/Minor 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 [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Con dps ---------- S.pwr/crit +6 Dmg.mod +9% blight Melee Ret 16 blight ----- def ----- Armour +5 Defense +25 (+2 eff.) Fatigue +5% Resists +6% nature +9% light Spell.save +30 (+0 eff.) HP.reg +5.50 Heal.mod +30% ---------- misc Max.vim +30.00 Rush: Puts all charms on 3 cooldown Level 1.0 Pwr.cost 3 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 3.0 T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+0 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
![]() 3.0 T3 feet armor [Rare] Master While equipped: Stats +5 Str +3 Wil +5 Cun dps ---------- Melee Ret 8 nature ----- def ----- Armour +10 Fatigue +3% Crit.dmg- 5.00% ---------- 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. |
![]() 3.0 T5 feet armor [Unique] Unknown While equipped: dps ---------- Phys.pwr +10 (+1 eff.) Spell.pwr +10 (+2 eff.) ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +8% Resists +10% blight Spell.save +10 (+0 eff.) Max.HP +80.00 HP.reg -0.20 Spit Blight: Level 3.0 Pwr.cost 1 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit blight at your target doing 442.56 blight damage. The damage will increase with your Magic. These blackened boots have lost all vestiges of any former glory they might have had. Now, they are a testament to the corruption of the Deep Bellow, and its power. |
![]() 3.0 T3 feet armor [Ego+] Master While equipped: Stats +7 Str +8 Con dps ---------- Dmg.mod +8% physical ----- def ----- Armour +4 Fatigue +3% ---------- misc Size +1 Heave: Puts all charms on 1 cooldown Level 4.0 Pwr.cost 1 out of 10/10. Range melee/personal Travel.spd instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. 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] Master While equipped: ----- def ----- Armour +1 Fatigue +1% ---------- misc Stam/turn +0.30 Max.stam +10.00 A pair of boots made of leather. |
![]() 3.0 T5 feet armor [Rare] Master While equipped: Stats +2 Mag +4 Wil dps ---------- Crit.mult +25.00% Spell.pwr +12 (+2 eff.) Dmg.mod +9% darkness +21% blight Res.pen +15% arcane On Hit (Melee): * 51% chance to blind ----- def ----- Armour +5 Defense +10 (+0 eff.) Rng.Def +9 (+0 eff.) Fatigue +4% ---------- misc Mana/s.crit +3.00 Max.mana +100.00 Light +2 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: Stats +2 Cun +7 Dex dps ---------- Melee Ret 20 mind ----- def ----- Armour +5 Fatigue +0% Resists +9% mind Crit.dmg- 15.00% Disengage: Puts all charms on 2 cooldown Level 3.0 Pwr.cost 2 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 [Ego+] Arcane/Master While equipped: Stats +4 Mag +4 Wil ----- def ----- Armour +5 Fatigue -3% Phys.save +15 (+0 eff.) ---------- misc Max.enc +50 Blink to a nearby random location (rad 15) Puts all charms on 3 cooldown A pair of boots made of leather. |
![]() 1.0 T5 hands armor [Random Unique] Master/Psionic While equipped: Stats +3 Str +3 Dex +3 Cun dps ---------- Dmg.mod +6% light Melee Ret 12 lightning ----- def ----- Armour +8 Resists +6% light +3% lightning Phys.save +10 (+0 eff.) Mind.save +12 (+1 eff.) Max.HP +60.00 HP.reg +2.30 ---------- misc Stam/turn +1.90 Max.stam +30.00 Cooldown Double Strike -1 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 +11.0% Atk.spd 100% Melee+ +4 lightning On Hit: 10% Slumber 5 On Hit: 10% Battle Shout 5 On Hit: 10% Set Up 5 On Hit: * Slows global speed by 40% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +9 Mag +3 Cun ----- def ----- Defense +8 (+0 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 100% 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: 0% Darkfire: Level 5.0 Pwr.cost 2 out of 12/12. Range 9 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 1050.95 fire damage and 640.43 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
![]() 1.5 T5 hands armor [Rare] Arcane While equipped: dps ---------- Melee+ 16 light Dmg.mod +11% light +6% temporal Melee Ret 20 mind ----- def ----- Armour +16 Resists +15% light +5% arcane Mind.save +30 (+2 eff.) Disease- +15% Disarm- +50% Stun/Frz- +20% Unarmed combat: Power 136% Range: 1.4x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Atk.spd 83% On Hit: * 14% chance to blind Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+0 eff.) ----- def ----- Armour +3 Defense +2 (+0 eff.) Spell.save +6 (+0 eff.) Unarmed combat: Power 117% Range: 1.4x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Apr +8 Crit +6.0% Atk.spd 83% Melee+ +12 silence On Hit: 100% Destroy Magic 2 Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. 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% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +10 Crit +10.0% Atk.spd 83% Gauntlets. But with steam power! |
![]() 1.0 T3 hands armor [Ego++] Master While equipped: dps ---------- Phys.crit +11.0% Spell.crit +13% Mind.crit +14% Crit.mult +11.00% ----- def ----- Armour +7 Mind.save +11 (+1 eff.) Max.HP +63.00 Unarmed combat: Power 137% 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 +12.0% Atk.spd 100% On Hit: 10% Battle Shout 3 On Crit: 20% Cripple 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+0 eff.) ----- def ----- Armour +1 Unarmed combat: Power 107% 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 83% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T3 hands armor [Ego] Arcane/Psionic While equipped: Stats +5 Mag dps ---------- Dmg.mod +8% arcane ----- def ----- Armour +2 HP.reg +2.80 ---------- misc Stam/turn +1.40 Max.stam +28.00 Unarmed combat: Power 118% 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 83% Melee+ +13 arcane On Crit.r2 +10 arcane On Hit: 10% Slumber 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T5 head armor [Rare] Nature While equipped: Stats +6 Wil dps ---------- Res.pen +25% mind +15% fire On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Defense +3 (+0 eff.) Resists +29% fire +15% cold Mind.save +12 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +14 Cun +17 Wil dps ---------- Mind.crit +7% Mind.pwr +6 (+0 eff.) Dmg.mod +20% nature +6% acid Res.pen +25% nature Melee Ret 26 acid 12 nature On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Defense +3 (+0 eff.) Resists +30% nature +15% mind Mind.save +30 (+2 eff.) Confus- -20% Fear- -20% Hateful Whisper: Puts all charms on 2 cooldown Level 3.0 Pwr.cost 2 out of 15/15. Range 8 Travel.spd instantaneous Is a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 2350 mind damage and feed you 3 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 26% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Unique] Arcane A part of set. While equipped: ----- def ----- Armour +3 Fatigue +3% Dmg.red +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
![]() 3.0 T5 head armor [Unique] Master While equipped: ----- def ----- Armour +2 Fatigue +12% Resists +15% acid +15% fire +15% cold +15% lightning Phys.save +12 (+0 eff.) Spell.save +12 (+0 eff.) Mind.save +12 (+1 eff.) ---------- misc Telepathy Dragon Traces of a dragon's power still remain in this bleached and cracked skull. |
![]() 2.0 T5 head armor [Rare] Nature While equipped: Stats +4 Mag +5 Wil +4 Cun +3 Con dps ---------- Dmg.mod +20% acid Res.pen +30% nature Melee Ret 20 nature ----- def ----- Defense +3 (+0 eff.) Resists +30% acid +9% fire +12% darkness +18% nature ---------- misc Light +5 A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Rare] Arcane While equipped: Stats +10 Mag dps ---------- Spell.pwr +12 (+2 eff.) Dmg.mod +20% temporal Res.pen +15% blight Phasing +60% ----- def ----- Defense +3 (+0 eff.) Resists +21% blight +20% temporal Spell.save +42 (+0 eff.) ---------- misc Mana/turn +0.28 Mana/s.crit +3.00 Max.vim +40.00 A pointy cloth hat, very wizardly... |
![]() 3.0 T3 head armor [Unique] Master While equipped: Stats +2 Str +4 Mag dps ---------- Phys.pwr +10 (+1 eff.) Spell.pwr +10 (+2 eff.) ----- def ----- Armour +9 Fatigue +4% Silence- +30% ---------- misc Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
![]() 2.0 T5 head armor [Rare] Nature While equipped: Stats +2 Cun +6 Mag dps ---------- Phys.crit +7.0% Dmg.mod +15% physical Res.pen +20% nature Acc +12 (+1 eff.) Apr +7 ----- def ----- Armour +5 Fatigue -7% Resists +15% acid +15% fire +15% cold +9% nature +15% lightning Phys.save +9 (+0 eff.) ---------- misc Light +3 A cap made of leather. |
![]() 2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +4 Str +15 Mag +7 Wil +17 Cun +13 Con dps ---------- Phys.pwr +4 (+0 eff.) Mind.pwr +6 (+0 eff.) Dmg.mod +20% arcane ----- def ----- Defense +3 (+0 eff.) Resists +3% physical Mind.save +15 (+1 eff.) Die.at -60.00 life Max.HP +40.00 ---------- misc Stam/turn +1.40 Infravis +2 Arcane Eye: (Instant) Puts all charms on 1 cooldown Level 5.0 Pwr.cost 1 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() 1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +20 (+2 eff.) Res.pen +10% mind ----- def ----- Defense +7 (+0 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+2 eff.) Confus- +40% ---------- misc Psi/m.crit +6.00 Max.psi +50.00 Infravis +5 Reveal the surrounding area (range 20). Uses 3 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
![]() 3.0 T5 head armor [Rare] Master While equipped: Stats +5 Cun +8 Wil dps ---------- Mind.crit +3% Mind.pwr +16 (+1 eff.) On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +5 Fatigue +5% Resists +10% blight Mind.save +44 (+3 eff.) Heal/summ +30 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+0 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
![]() 2.0 T5 head armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +7 Mag +14 Wil +7 Cun dps ---------- Spell.pwr +6 (+1 eff.) Mind.pwr +6 (+0 eff.) Dmg.mod +12% arcane +6% fire Res.pen +10% arcane +15% fire Melee Ret 20 blight ----- def ----- Defense +3 (+0 eff.) Resists +15% fire +6% arcane +14% cold A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +10 Str +4 Dex +12 Con dps ---------- Phys.crit +4.0% Dmg.mod +6% mind Acc +4 (+1 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +15% lightning +15% temporal Phys.save +38 (+0 eff.) Mind.save +29 (+2 eff.) Max.HP +20.00 Battle Cry: Puts all charms on 3 cooldown Level 2.0 Pwr.cost 3 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Random Unique] Master/Psionic While equipped: Stats +4 Str +1 Mag +10 Wil +13 Cun dps ---------- Mind.pwr +4 (+0 eff.) ----- def ----- Defense +2 (+0 eff.) Resists +12% cold Crit.dmg- 10.00% Phys.save +7 (+0 eff.) Mind.save +8 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego+] Master While equipped: ----- def ----- Armour +10 Defense +7 (+0 eff.) Fatigue +3% Resists +5% all Phys.save +11 (+0 eff.) A cap made of leather. |
![]() 2.0 T5 head armor [Random Unique] Master While equipped: Stats +9 Str +9 Dex +2 Mag +10 Con dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Res.pen +15% nature Phasing +20% Melee Ret 16 nature ----- def ----- Armour +5 Fatigue +5% Phys.save +22 (+0 eff.) ---------- misc Max.mana +60.00 A cap made of leather. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +12 Str +18 Wil +5 Cun dps ---------- Phys.pwr +12 (+1 eff.) Mind.pwr +6 (+0 eff.) Dmg.mod +9% temporal Melee Ret 4 blight ----- def ----- Armour +5 Fatigue +5% Resists +6% blight +15% physical +12% temporal +12% fire Phys.save +13 (+0 eff.) Mind.save +15 (+1 eff.) ---------- misc Light +2 A cap made of leather. |
![]() 2.0 T5 head armor [Rare] Master While equipped: Stats +3 Str +2 Mag +3 Wil +8 Con dps ---------- Dmg.mod +21% arcane ----- def ----- Armour +5 Fatigue +1% Crit.dmg- 15.00% Phys.save +12 (+0 eff.) Mind.save +11 (+1 eff.) Battle Cry: Puts all charms on 3 cooldown Level 2.0 Pwr.cost 3 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
![]() 3.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +5 (+0 eff.) Dmg.mod +12% light On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +4 Fatigue +4% Resists +12% nature +9% temporal Spell.save +6 (+0 eff.) ---------- misc Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +5% Resists +5% lightning +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor [Ego++] Master While equipped: Stats +8 Str +8 Dex +6 Wil ----- def ----- Armour +4 Fatigue +4% Resists +11% blight Mind.save +11 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor [Rare] Master While equipped: Stats +7 Dex +2 Wil +4 Con ----- def ----- Armour +5 Fatigue +1% Resists +8% blight +5% arcane Mind.save +5 (+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/Disrupt/Master While equipped: Stats +2 Dex +6 Wil +3 Cun +17 Lck dps ---------- Phys.crit +7.0% Spell.crit +6% Mind.crit +6% Dmg.mod +6% acid ----- def ----- Armour +5 Fatigue +5% Resists +21% blight +13% nature Mind.save +15 (+1 eff.) ---------- misc See.Invis +6 Telepathy Humanoid/Orc A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T5 heavy armor [Ego++] Master/Psionic While equipped: Stats +6 Cun ----- def ----- Armour +28 Defense +18 (+1 eff.) Fatigue +16% Resists +13% acid +13% physical +10% cold +13% lightning +11% fire Mind.save +25 (+2 eff.) A suit of armour made of mail. |
![]() 14.0 T5 heavy armor [Rare] Master While equipped: Stats +10 Wil dps ---------- Mind.crit +3% Dmg.mod +9% mind Res.pen +27% mind ----- def ----- Armour +10 Defense +5 (+0 eff.) Fatigue +16% Resists +9% lightning +10% physical Phys.save +25 (+0 eff.) ---------- misc Hate/m.crit +5.00 Light +3 A suit of armour made of mail. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +6 Defense +4 (+0 eff.) Rng.Def +8 (+0 eff.) Fatigue +10% Max.HP +45.00 HP.reg +0.70 Knockbk- +10% ---------- misc Max.enc +20 Stam/turn +0.70 Max.stam +43.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() 9.0 T4 light armor [Rare] Arcane/Nature/Master While equipped: Stats +18 Str +19 Dex +8 Mag +6 Wil +8 Cun +4 Con dps ---------- Phys.crit +8.0% Apr +3 Melee Ret 31 fire ----- def ----- Armour +7 Defense +4 (+0 eff.) Fatigue +8% Resists +12% acid +4% physical Die.at -60.00 life Max.HP +56.00 A suit of armour made of leather. |
![]() 9.0 T5 light armor [Rare] Arcane While equipped: Stats +3 Wil +6 Mag dps ---------- Dmg.mod +18% mind +12% blight Phasing +50% ----- def ----- Armour +8 Defense +5 (+0 eff.) Fatigue +8% Resists +24% temporal +20% light +19% darkness ---------- misc Mana/turn +0.16 Mana/s.crit +6.00 Max.vim +50.00 A suit of armour made of leather. |
![]() 9.0 T5 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +10 Cun +9 Dex dps ---------- Mind.pwr +9 (+1 eff.) Res.pen +10% lightning Melee Ret 4 light ----- def ----- Armour +18 Defense +14 (+1 eff.) Fatigue +8% Resists +20% acid +20% physical +24% light +9% darkness +20% fire +20% cold +10% mind +21% lightning Mind.save +25 (+2 eff.) ---------- misc Light +2 A suit of armour made of leather. |
![]() 9.0 T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Phys.crit +8.0% Spell.crit +10% Crit.mult +20.00% Spell.pwr +15 (+2 eff.) Melee+ 15 light 30 fire Ranged+ 15 light 30 fire Dmg.mod +20% fire +5% light +10% all Res.pen +10% light +15% fire Melee Ret 30 fire ----- def ----- Armour +12 Defense +15 (+1 eff.) Resists +20% fire +12% light -5% cold ---------- misc Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Level 4.0 Pwr.cost 2 out of 16/16. Range melee/personal Travel.spd instantaneous Is a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 1537.85 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
![]() 9.0 T3 light armor [Rare] Arcane While equipped: Stats +2 Wil dps ---------- S.pwr/crit +8 Dmg.mod +6% mind Res.pen +20% arcane Melee Ret 12 mind ----- def ----- Armour +6 Defense +3 (+0 eff.) Fatigue +8% Resists +8% arcane +15% mind Spell.save +19 (+0 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +2.00 Vim/s.crit +2.00 Max.vim +40.00 A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +7 Str +13 Dex +7 Mag +7 Wil +14 Cun ----- def ----- Armour +12 Defense +10 (+0 eff.) Fatigue +8% Max.HP +54.00 A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego+] Master While equipped: Stats +5 Str +8 Dex ----- def ----- Armour +6 Defense +9 (+0 eff.) Fatigue +8% Phys.save +14 (+0 eff.) A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Arcane While equipped: Stats +10 Str +10 Mag +10 Wil dps ---------- Phys.crit +10.0% Spell.crit +10% Mind.crit +9% Phys.pwr +23 (+1 eff.) Spell.pwr +25 (+3 eff.) Mind.pwr +25 (+2 eff.) ----- def ----- Armour +8 Defense +5 (+0 eff.) Fatigue +8% Resists +20% lightning +20% light +19% darkness A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego++] Arcane/Master While equipped: Stats +10 Str dps ---------- Melee+ 20 acid 23 fire Melee Ret 16 acid 13 fire ----- def ----- Armour +8 Defense +5 (+0 eff.) Fatigue +8% Resists +26% acid +13% physical +20% darkness +30% fire ---------- misc Light +2 Track: Puts all charms on 3 cooldown Level 18.0 Pwr.cost 3 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 134 for 14 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego] Master While equipped: dps ---------- Melee Ret 17 physical ----- def ----- Armour +7 Defense +4 (+0 eff.) Fatigue +8% Resists +27% acid A suit of armour made of leather. |
![]() 17.0 T2 massive armor [Rare] Nature While equipped: Stats +6 Wil dps ---------- Mind.pwr +4 (+0 eff.) ----- def ----- Armour +9 Defense +4 (+0 eff.) Fatigue +22% Mind.save +12 (+1 eff.) Max.HP +45.00 HP.reg +1.50 Heal.mod +14% A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+0 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.chn- 20% Phys.save +15 (+0 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
![]() 17.0 T3 massive armor [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +6% mind Res.pen +10% mind Melee Ret 10 physical ----- def ----- Armour +11 Defense +5 (+0 eff.) Fatigue +24% Resists +20% cold +7% arcane +6% mind Spell.save +10 (+0 eff.) A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor [Unique] Master While equipped: Stats +9 Wil ----- def ----- Armour +30 Defense +15 (+1 eff.) Fatigue +26% Resists +25% acid +25% darkness +25% blight +25% fire +10% arcane Phys.save +15 (+0 eff.) Spell.save +25 (+0 eff.) Mind.save +25 (+2 eff.) Stun/Frz- +30% Knockbk- +30% ---------- misc Max.stam +60.00 Light +1 Beautifully detailed with images of King Toknor's defence of Last Hope. Despair fills the hearts of even the blackest villains at the sight of it. |
![]() 17.0 T5 massive armor [Random Unique] Master/Psionic While equipped: Stats +7 Str +9 Wil +9 Cun +7 Con ----- def ----- Armour +20 Defense +9 (+0 eff.) Fatigue +26% Resists +29% acid +2% physical +12% nature +9% cold Spell.save +40 (+0 eff.) Mind.save +64 (+5 eff.) Max.HP +98.00 Confus- +10% A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor [Ego] Master While equipped: ----- def ----- Armour +30 Defense +7 (+0 eff.) Fatigue +26% Resists +24% cold A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor [Ego++] Nature/Disrupt While equipped: Stats +5 Wil dps ---------- Melee Ret 12 light ----- def ----- Armour +13 Defense +7 (+0 eff.) Fatigue +26% Resists +44% blight +18% nature +26% darkness D.Red.from +13% Unnatural ---------- misc Light +2 A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor [Random Unique] Arcane/Master While equipped: Stats +7 Str +6 Con dps ---------- Melee+ 17 acid 21 fire Dmg.mod +9% nature Melee Ret 15 acid 34 fire 8 nature ----- def ----- Armour +16 Defense +9 (+0 eff.) Fatigue +26% Resists +54% acid +23% fire +15% nature Max.HP +33.00 A suit of armour made of metal plates. |
![]() 6.0 T3 mummy armor [Unique] Arcane A part of set. While equipped: Stats +5 Wil +5 Mag dps ---------- Dmg.mod +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+1 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
![]() 7.0 T4 shield armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +8 (+1 eff.) Melee Ret 24 darkness 24 fire ----- def ----- Armour +18 Defense +8 (+0 eff.) Rng.Def +12 (+1 eff.) Fatigue +25% Resists +20% darkness +35% fire ---------- misc Talents +5 Block This rugged stone shield flickers with bursts of pitch black flame. |
![]() 7.0 T5 shield armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +10 (+1 eff.) Melee+ 10 acid Res.pen +15% mind Melee Ret 35 acid 20 nature 8 blight ----- def ----- Armour +13 Defense +24 (+2 eff.) Rng.Def +24 (+2 eff.) Fatigue +14% Resists +18% blight +20% nature +12% light +6% darkness Spell.save +26 (+0 eff.) Max.HP +110.00 ---------- misc Talents +5 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor [Rare] Arcane While equipped: Stats +5 Mag +6 Con dps ---------- Dmg.mod +9% lightning Res.pen +15% lightning +10% light On Hit (Melee): * 30% chance to daze at end of turn On Melee Ret: * 33% chance to blind ----- def ----- Armour +3 Defense +12 (+1 eff.) Rng.Def +12 (+1 eff.) Fatigue +14% Resists +15% light +9% lightning ---------- misc Light +3 Talents +5 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor [Unique] Nature While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.pwr +8 (+1 eff.) Dmg.mod +10% fire +15% mind +15% light Res.pen +10% fire +10% light +10% mind ----- def ----- Armour +15 Defense +17 (+1 eff.) Rng.Def +17 (+1 eff.) Fatigue +12% Resists +12% mind +10% fire +20% light +15% darkness Mind.save +18 (+1 eff.) Blind- +100% Confus- +25% ---------- misc Max.psi +20.00 Light +3 Talents +5 Block Send out a range 7 beam, lighting its path and dealing 652.02 to 815.03 light damage (based on Willpower and Cunning). Uses 2 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
![]() 7.0 T5 shield armor [Unique] Arcane While equipped: dps ---------- Melee Ret 10 darkness ----- def ----- Armour +9 Defense +12 (+1 eff.) Rng.Def +15 (+1 eff.) Fatigue +28% ---------- misc Talents +5 Block Masteries +0.20 Technique/Shield defense +0.20 Technique/Shield offense +0.20 Corruption/Doom shield ShadowPwr +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
![]() 7.0 T5 shield armor [Ego++] Nature While equipped: dps ---------- Melee Ret 20 nature ----- def ----- Armour +3 Defense +12 (+1 eff.) Rng.Def +12 (+1 eff.) Fatigue +14% Resists +13% acid +13% fire +20% blight +13% cold +20% nature +11% lightning Max.HP +110.00 ---------- misc Talents +5 Block Handheld deflection devices. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 10 power out of 100/100 The very essence of bearness! |
![]() 3.0 T5 arrow ammo [Random Unique] Arcane/Psionic Power 165% Range: 1.4x Uses 40% Wil, 50% Str, 50% Mag 70% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +19 Crit +3.0% Capacity 21 Proj.spd +300% Ranged+ +30 blight +4 physical +12 temporal On Hit.r1 +12 nature +4 physical On Hit: 10% Epidemic 5 On Hit: * 30% chance to disease * Random elemental explosion * 25% chance to put talents on cooldown While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T2 arrow ammo [Rare] Master Power 123% Range: 1.4x Uses 40% Wil, 50% Str, 50% Mag 70% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 19 Ranged+ +12 blight +9 bleed On Hit.r1 +16 blight +4 acid On Crit.r2 +8 blight On Hit: * 20% chance to corrode armour by 30% On Crit: * wounds the target for 7 turns: 46 bleeding, 97% reduced healing 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 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 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 (+0 eff.) Phys.save +6 (+0 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+0 eff.) Item imbue powers: Defense +6 (+0 eff.) Phys.save +6 (+0 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+0 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 (+0 eff.) Phys.save +8 (+0 eff.) Spell.save +8 (+0 eff.) Mind.save +8 (+1 eff.) Item imbue powers: Defense +8 (+0 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 (+0 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+0 eff.) Item imbue powers: Defense +4 (+0 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 T3 digger tool [Rare] Nature While equipped: Stats +6 Str +4 Mag +2 Con dps ---------- Res.pen +27% light ----- def ----- Resists +15% light Phys.save +11 (+0 eff.) Spell.save +11 (+0 eff.) Mind.save +11 (+1 eff.) Max.HP +70.00 ---------- misc Infravis +3 See.Invis +12 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Unique] Master While equipped: Stats +3 Str +3 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +7 (+0 eff.) Spell.save +7 (+0 eff.) Mind.save +7 (+0 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Pulverizing Auger: Level 4.0 Pwr.cost 3 out of 30/30. Range 9 Travel.spd instantaneous Is a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 1891.97 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +8 Str dps ---------- Melee Ret 12 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Fatigue -8% ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Rare] Arcane While equipped: Stats +8 Str +6 Wil dps ---------- Phys.crit +8.0% Mind.crit +11% Dmg.mod +6% blight Res.pen +15% arcane Melee Ret 20 arcane ----- def ----- Spell.save +18 (+0 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.16 Vim/s.crit +3.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Ego+] Arcane While equipped: Stats +2 Str +4 Mag dps ---------- Spell.crit +6% ---------- misc Max.mana +36.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 2.0 T4 injector tool [Unique] Steamtech While equipped: Stats +5 Cun ----- def ----- Defense +12 (+1 eff.) Phys.save +15 (+0 eff.) Spell.save +15 (+0 eff.) Mind.save +15 (+1 eff.) Inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack. Uses 1 power out of 20/20 Activation is instant. This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as 'invigorating' and 'increasing the combat potency.' |
![]() 1.0 T3 lite [Rare] Psionic While equipped: ----- def ----- Resists +5% arcane +9% acid Spell.save +30 (+0 eff.) Mind.save +10 (+1 eff.) Blind- +15% Cut- +20% Confus- +30% ---------- misc Light +3 See.Stealth +12 See.Invis +17 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Rare] Psionic While equipped: Stats +1 Dex dps ---------- Res.pen +10% physical ----- def ----- Defense +9 (+0 eff.) Rng.Def +9 (+0 eff.) Spell.save +12 (+0 eff.) Mind.save +7 (+0 eff.) Blind- +5% Poison- +15% Knockbk- +5% ---------- misc Light +3 See.Stealth +8 See.Invis +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+1 eff.) Spell.pwr +12 (+2 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 8 out of 150/150. 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 6, doing 202.43 cold damage and 289.08 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 10 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. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (210 power, based on Willpower). Uses 1 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+1 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+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 2127.87 darkness damage (based on Mindpower and charge). Uses 1 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() 1.0 T3 lite [Rare] Arcane While equipped: Stats +2 Cun +4 Wil dps ---------- Dmg.mod +12% arcane Melee Ret 20 arcane ----- def ----- Resists +7% cold +7% temporal Crit.dmg- 10.00% Def/telep +14 Res/telep +16% Dur/telep +16% ---------- misc Light +3 Infravis +2 Telepathy Demon/Minor Demon/Major 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. |
![]() 0.0 T5 lite [Random Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +6% lightning Melee Ret 27 fire On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Resists +6% lightning +8% cold +8% fire +8% temporal Def/telep +30 Res/telep +34% Dur/telep +34% ---------- misc Max.mana +40.00 Light +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+1 eff.) Apr +12 ----- def ----- Defense +12 (+1 eff.) Phys.save +10 (+0 eff.) Spell.save +10 (+0 eff.) Mind.save +10 (+1 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 18.0 Pwr.cost 2 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 134 for 14 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 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 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. |
![]() 3.0 T5 shot ammo [Rare] Arcane Power 166% Range: 1.2x Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +6 Crit +7.0% Capacity 19 Ranged+ +20 lightning +53 mind +40 acid On Hit.r1 +8 acid On Crit.r2 +16 mind +8 acid On Hit: * 53% chance to corrode armour by 30% * 25% chance for lightning to arc to a second target Shots are used with slings to pummel your foes to death. |
![]() 3.0 T3 shot ammo [Rare] Master Power 143% Range: 1.2x Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Dmg Physical Acc+ +0.1% dam / acc Acc +17 Apr +3 Crit +5.0% Capacity 21 Ranged+ +12 acid +16 mind +12 nature On Hit.r1 +12 acid +12 nature +24 mind On Crit.r2 +12 mind On Hit: * Slows global speed by 44% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T3 shot ammo [Ego+] Arcane Power 136% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 21 On Hit: * Random elemental explosion Shots are used with slings to pummel your foes to death. |
![]() 3.0 T3 shot ammo [Ego+] Arcane Power 144% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 19 On Hit: * Random elemental explosion Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Random Unique] Arcane/Psionic Power 187% Range: 1.2x Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +16 Crit +9.0% Capacity 49 Rld cld 2 Proj.spd +100% Ranged+ +4 physical +20 darkness +4 blight +20 cold +14 mind On Hit.r1 +4 mind On Crit.r2 +20 light On Hit: * 60% chance to blind * 20% chance to torment the target Shots are used with slings to pummel your foes to death. |
![]() 2.0 T5 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% darkness +3% fire Melee Ret 12 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +18% darkness ---------- misc Wards +3 physical +5 mind +5 darkness Talents +1 Ward Fire a blast of psionic energies in a range 12 beam dealing 207.90 to 415.80 mind damage Puts all charms on 1 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+0 eff.) Mind.pwr +3 (+0 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+0 eff.) Psionic Pull: Level 3.0 Pwr.cost 2 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 788 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
![]() 2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. This torque feels tingly to the touch, but seems to enhance your thinking. |
![]() 2.0 T3 torque charm [Ego+] Psionic Teleport randomly (rad 60) Puts all charms on 4 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+0 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() 2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+1 eff.) Melee Ret 18 nature slow ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+0 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 4 power out of 35/35 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() 2.0 T5 totem charm [Rare] Nature While equipped: Stats +4 Wil dps ---------- S.pwr/crit +6 Dmg.mod +27% arcane Melee Ret 12 mind 8 arcane ----- def ----- Resists +25% mind Spell.save +51 (+0 eff.) ---------- misc Mana/s.crit +7.00 Wards +5 acid +5 nature +5 light Talents +1 Ward Harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70% Puts all charms on 2 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Rare] Nature While equipped: Stats +3 Cun dps ---------- Dmg.mod +24% light Res.pen +15% light +36% mind Melee Ret 29 light ---------- misc Max.hate +6.00 Light +2 Remove up to 4 poisons or diseases from a target within range 12 (based on Willpower) Puts all charms on 1 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: Stats +4 Str +3 Dex +9 Con dps ---------- Phys.pwr +10 (+1 eff.) Melee Ret 12 arcane ----- def ----- Heal.mod +10% Remove up to 2 poisons or diseases from a target within range 12 (based on Willpower) Puts all charms on 1 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 T3 wand charm [Rare] Arcane While equipped: dps ---------- Mind.crit +4% On Hit (Melee): * Slows global speed by 30% ----- def ----- Mind.save +12 (+1 eff.) Heal/summ +20 ---------- misc Hate/m.crit +4.00 Fire a bolt of a random element with (base) damage 126 to 253 Puts all charms on 1 cooldown 100% to regenerate 8 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T5 wand charm [Random Unique] Arcane While equipped: Stats +3 Dex +2 Wil dps ---------- Dmg.mod +9% arcane Res.pen +15% arcane Melee Ret 12 acid On Hit (Melee): * 15% chance to blind ----- def ----- Resists +6% acid Crit.dmg- 15.00% ---------- misc Infravis +4 Wards +5 lightning +5 temporal +5 blight +5 fire +5 cold Telepathy Dragon Talents +5 Volcano +1 Ward Cooldown Volcano -2 Creates a wall of flames lasting 4 turns (dealing 1995 fire damage overall) Puts all charms on 1 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T4 wand charm [Rare] Arcane While equipped: Stats +3 Mag +10 Cun +12 Con dps ---------- Dmg.mod +12% nature +15% light ----- def ----- Fatigue -12% ---------- misc Light +4 Creates a wall of flames lasting 4 turns (dealing 1536 fire damage overall) Puts all charms on 1 cooldown 100% to regenerate 13 mana. 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 [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+0 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 1071 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 4 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
![]() 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 (+0 eff.) Phys.save +10 (+0 eff.) Spell.save +10 (+0 eff.) Mind.save +10 (+1 eff.) Item imbue powers: Defense +10 (+0 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: 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. |
Achievements
By Pinball the Yeek Possessor level 16
78th Pyre 122nd year of Ascendancy at 04:17 see stats
By Pinball the Yeek Possessor level 61
8th Mirth 122nd year of Ascendancy at 04:02 see stats
By Pinball the Yeek Possessor level 46
5th Mirth 122nd year of Ascendancy at 08:07 see stats
By Pinball the Yeek Possessor level 38
3rd Mirth 122nd year of Ascendancy at 12:51 see stats
By Pinball the Yeek Possessor level 9
75th Pyre 122nd year of Ascendancy at 21:27 see stats
By Pinball the Yeek Possessor level 63
8th Mirth 122nd year of Ascendancy at 12:49 see stats
By Pinball the Yeek Possessor level 43
4th Mirth 122nd year of Ascendancy at 11:31 see stats
By Pinball the Yeek Possessor level 78
10th Mirth 122nd year of Ascendancy at 19:43 see stats
By Pinball the Yeek Possessor level 20
79th Pyre 122nd year of Ascendancy at 03:37 see stats
By Pinball the Yeek Possessor level 36
3rd Mirth 122nd year of Ascendancy at 02:18 see stats
By Pinball the Yeek Possessor level 56
7th Mirth 122nd year of Ascendancy at 02:09 see stats
By Pinball the Yeek Possessor level 64
8th Mirth 122nd year of Ascendancy at 14:17 see stats
By Pinball the Yeek Possessor level 70
9th Mirth 122nd year of Ascendancy at 17:31 see stats
By Pinball the Yeek Possessor level 78
10th Mirth 122nd year of Ascendancy at 18:13 see stats
By Pinball the Yeek Possessor level 10
76th Pyre 122nd year of Ascendancy at 05:38 see stats
By Pinball the Yeek Possessor level 20
78th Pyre 122nd year of Ascendancy at 19:30 see stats
By Pinball the Yeek Possessor level 30
1st Mirth 122nd year of Ascendancy at 08:06 see stats
By Pinball the Yeek Possessor level 40
3rd Mirth 122nd year of Ascendancy at 19:17 see stats
By Pinball the Yeek Possessor level 50
6th Mirth 122nd year of Ascendancy at 01:02 see stats
By Pinball the Yeek Possessor level 39
3rd Mirth 122nd year of Ascendancy at 14:21 see stats
By Pinball the Yeek Possessor level 27
79th Pyre 122nd year of Ascendancy at 20:57 see stats
By Pinball the Yeek Possessor level 18
78th Pyre 122nd year of Ascendancy at 14:07 see stats
By Pinball the Yeek Possessor level 31
1st Mirth 122nd year of Ascendancy at 15:33 see stats
By Pinball the Yeek Possessor level 4
74th Pyre 122nd year of Ascendancy at 13:41 see stats
By Pinball the Yeek Possessor level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Log
Pinball HEALS from lightning damage!
Pinball converts some damage to Psi!
Pinball mentally dismisses some damage!
Storm drake hatchling hits Pinball for (1 dismissed), 0 to psi, 0 lightning, 0 healing (1 psi heal), (1 dismissed), 0 to psi, 0 lightning, 0 healing (1 psi heal) (0 total damage) [3 healing].
Pinball hits Storm drake hatchling for 4429 mind, 7709 physical, 0 mind, 92 mind, 133 temporal, 183 mind, 268 darkness, 500 mind, 720 mind, 1253 physical, 44 mind, 65 darkness, 0 mind, 31 mind, 44 temporal, 61 mind, 89 darkness, 167 mind (15787 total damage).
Pinball performs a melee critical strike against Storm drake hatchling!
Storm drake hatchling moves reluctantly!
Pinball's mind surges with critical power!
Pinball performs a melee critical strike against Storm drake hatchling!
Pinball HEALS from lightning damage!
Pinball converts some damage to Psi!
Pinball mentally dismisses some damage!
Storm drake hatchling hits Pinball for (1 dismissed), 0 to psi, 0 lightning, 0 healing (1 psi heal), (1 shifted), 0 lightning, 0 healing (1 psi heal) (0 total damage) [3 healing].
Pinball hits Storm drake hatchling for 4139 mind, 7203 physical, 0 mind, 92 mind, 133 temporal, 183 mind, 268 darkness, 500 mind, 687 mind (13205 total damage).
Orc cryomancer uses Orcish Fury.
Orc cryomancer enters a state of bloodlust.
Pinball killed Storm drake hatchling!
Pinball deactivates Channel Pain.
Pinball is no longer empowered.
Pinball is less impervious to physical effects.
Pinball deactivates Chant of Resistance.
Pinball deactivates Roll With It.
Pinball deactivates Lacerating Strikes.
Pinball deactivates Range Amplification Device.
Pinball deactivates Defensive Posture.
Pinball deactivates Mental Tyranny.
Pinball deactivates Force Shield.
Pinball is free from the acid.
Pinball no longer feels strong.