











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Experience Controller 1.4.8
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
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:
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. (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.
Items Vault 1.5.0Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Post Effects fixes 1.5.5The addon improves gamefield view during different post effects Here is details about what been changed: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. 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. 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: 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.
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. 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.
Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. 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 Exponential Leveling 1.4.8Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Female |
Race | Ogre |
Class | Adventurer |
Level / Exp | 48 / 16% |
Size | gargantuan |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 227 (base 60) |
Dexterity | 136 (base 60) |
Constitution | 157 (base 60) |
Magic | 111 (base 60) |
Willpower | 118 (base 60) |
Cunning | 130 (base 60) |
Resources
Negative | 1196/1196 |
Mana | 1712/1712 |
Equilibrium | 0 |
Vim | 1237/1237 |
Life | 21033/21033 |
Psi | 1554/1554 |
Stamina | 1581/1581 |
Soul | 10/10 |
Healing Factor | 1.9743119266054 |
Regeneration | 246.01953923405 |
Speed
Mental | +171.69117281346% |
Attack | +228.2% |
Movement | +516.62376690434% |
Spell | +271.09896560774% |
Global | +470.1244966443% |
Vision
Sight | 14 |
Lite | -982 |
Infravision | 34 |
See Stealth | 128.18776381456 |
See Invisible | 170.18776381456 |
Stealth | 69.323765575113 |
ESP Range | 10 |
ESP Kinds | dragon, demon/minor, demon/major, humanoid/orc |
Offense: Mainhand
Damage | 506 |
Accuracy | 101 |
Crit Chance | 210% |
APR | 126 |
Speed | 0.37 |
Offense: Offhand
Damage | 282 |
Accuracy | 101 |
Crit Chance | 212% |
APR | 127 |
Speed | 0.37 |
Offense: Spell
Spellpower | 133 |
Crit Chance | 100% |
Speed | 0.26946989689457 |
Cooldown Reduction | 121.65 |
Offense: Mind
Mindpower | 141 |
Crit Chance | 100% |
Speed | 0.30469226081658 |
Offense: Damage Bonus
Acid | +94% |
Blight | +97% |
Arcane | +129% |
Cold | +94% |
All | 0% |
Mind | +122% |
Lightning | +112% |
Light | +159% |
Temporal | +94% |
Physical | +104% |
Darkness | +162% |
Fire | +220% |
Nature | +120% |
Offense: Damage Penetration
Acid | +94% |
Blight | +94% |
Arcane | +109% |
Cold | +94% |
Lightning | +119% |
Darkness | +94% |
Light | +109% |
Temporal | +104% |
Physical | +136% |
Mind | +134% |
Fire | +159% |
Nature | +94% |
Defense: Base
Armour (hardiness) | 241.50515542188 (100%) |
Defense | 93 |
Ranged Defense | 95 |
Fatigue | 0 |
Physical Save | 176 |
Spell Save | 176 |
Mental Save | 176 |
Defense: Resistances
Acid | +100%(100%) |
Blight | +100%(100%) |
Arcane | +100%(100%) |
Cold | +100%(100%) |
All | +109%(100%) |
Mind | +100%(100%) |
Lightning | +100%(100%) |
Light | +100%(100%) |
Temporal | +100%(100%) |
Physical | +100%(100%) |
Darkness | +100%(100%) |
Fire | +100%(100%) |
Nature | +100%(100%) |
Defense: Immunities
Stun Resistance | 50% |
Confusion Resistance | 64% |
Fear Resistance | 0% |
Poison Resistance | 55% |
Blind Resistance | 100% |
Silence Resistance | 15% |
Bleed Resistance | 10% |
Teleport Resistance | 15% |
Disarm Resistance | 100% |
Pinning Resistance | 25% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (2/6)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: -1 Travel Speed: instantaneous Usage Speed: Spell (27% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: -2 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Class Talents
Cursed / Gloom | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Wrath | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Shadowflame | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Solipsism | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Poisons | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Torture | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psi-fighting | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Meta | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Demonic pact | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Necrosis | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Berserker's strength | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Stealth | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Undead drake | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Bloodthirst | 1.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Heart of Fire | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Brutality | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Magical combat | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Reaving combat | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Doom shield | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Wildfire | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Fire | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Lethality | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Unarmed training | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Black-magic | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Hymns | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Dream Forge | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Ogre | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Thuggery | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Oppression | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Staff combat | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Demonic strength | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 3.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Torment | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Finer energy manipulations | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Stealth |
talent | Share the Pain |
talent | Lacerating Strikes |
talent | Blood Vengeance |
talent | Flame of Urh'Rok |
talent | Chant of Fortress |
talent | Raze |
talent | Willful Tormenter |
talent | Spellcraft |
talent | Eternal Suffering |
talent | Wildfire |
talent | Beyond the Flesh |
talent | Mental Tyranny |
talent | Dreamforge |
talent | Hymn Nocturnalist |
talent | Volatile Poison |
talent | Roll With It |
talent | Quicken Spells |
talent | Hymn of Shadows |
talent | Augmentation |
talent | Overkill |
talent | Burning Wake |
talent | Abyssal Shield |
talent | Bleak Outcome |
talent | Horrifying Blows |
talent | Gloom |
talent | Forge Shield |
talent | Leeching Poison |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 11.2 and stamina regeneration by 2.5. Soothing Darkness |
detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 10% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+61% global speed). Clarity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | failed |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You abandoned injured seer to death. Escort: injured seer (level 1 of Daikara) | failed |
You abandoned injured seer to death. Escort: injured seer (level 7 of Dreadfell) | failed |
You abandoned injured seer to death. Escort: injured seer (level 8 of Dreadfell) | failed |
You abandoned lost tinker to death. Escort: lost tinker (level 4 of Old Forest) | failed |
You abandoned lost warrior to death. Escort: lost warrior (level 2 of Dreadfell) | failed |
You abandoned lost warrior to death. Escort: lost warrior (level 2 of Ruins of Kor'Pul) | failed |
You failed to protect the repented thief from death by skeleton mage. Escort: repented thief (level 1 of Ruins of Kor'Pul) | failed |
You abandoned worried loremaster to death. Escort: worried loremaster (level 2 of Daikara) | failed |
You abandoned worried loremaster to death. Escort: worried loremaster (level 2 of Old Forest) | failed |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Your lair must amass enough energy to use in your rebirth (40 energy). | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed wretchling eyeball. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() 5.0 T5 greatmaul 1H weapon [Random Unique] Master/Psionic Power 208% Range: 1.5x Uses 160% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% On Hit: * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +2 Str +10 Con dps ---------- Phys.pwr +21 (+1 eff.) Res.pen +42% physical Acc +21 (+4 eff.) Apr +21 ----- def ----- Armour +8 Resists +6% temporal Spell.save +10 (+0 eff.) Poison- +25% Silence- +15% Disarm- +49% Pinning- +10% Teleport- +10% Massive two-handed mauls. |
Quiver | ![]() 3.0 T5 arrow ammo [Random Unique] Arcane/Master Power 207% Range: 1.4x Uses 90% Wil, 70% Cun, 50% Mag Dmg Fire Acc+ +0.2% crit / acc Apr +36 Crit +21.0% Capacity 20 Proj.spd +200% Ranged+ +16 acid +30 blight +36 fire On Hit.r1 +42 fire On Crit.r2 +8 mind +8 acid On Hit: 10% Epidemic 5 On Hit: * 20% chance to corrode armour by 30% * 17% chance to disease Arrows are used with bows to pierce your foes to death. |
On hands | ![]() 1.0 T5 hands armor [Random Unique] Nature/Master While equipped: Stats +7 Str +9 Dex +5 Wil +11 Cun +5 Con dps ---------- Melee+ 15 nature Dmg.mod +11% nature Acc +9 (+2 eff.) Apr +15 ----- def ----- Armour +3 Resists +3% lightning +3% temporal +9% nature +6% cold Die.at -40.00 life Disease- +15% Disarm- +47% Confus- +5% Teleport- +5% ---------- misc Telepathy Humanoid/Orc Masteries +0.20 Technique/Grappling Unarmed combat: Power 171% Range: 1.1x Uses 80% Wil, 80% Cun, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Acc +11 Apr +14 Crit +5.0% Atk.spd 167% On Crit.r2 +15 nature On Hit: 10% Disarm 5 On Hit: 15% Perfect Strike 5 On Hit: 10% Poison Breath 5 Steady Shot: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | ![]() 1.0 T5 lite [Random Unique] Master/Psionic While equipped: dps ---------- Mind.crit +12% Mind.pwr +12 (+1 eff.) Dmg.mod +6% lightning ----- def ----- Resists +9% mind +9% nature Spell.save +40 (+0 eff.) Mind.save +24 (+3 eff.) Blind- +47% Cut- +10% Confus- +29% Pinning- +15% ---------- misc Light +10 See.Stealth +41 See.Invis +50 Track: Puts all charms on 24 cooldown Level 2.0 Pwr.cost 24 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 41 for 5 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] Arcane/Psionic While equipped: Stats +21 Mag +10 Wil +10 Cun +10 Con dps ---------- Spell.crit +3% Mind.crit +8% S.pwr/crit +8 Dmg.mod +20% arcane +9% nature Res.pen +5% arcane ----- def ----- Defense +3 (+1 eff.) Spell.save +55 (+0 eff.) Mind.save +29 (+3 eff.) Confus- -20% Fear- -20% ---------- misc Telepathy Demon/Minor Demon/Major Arcane Eye: (Instant) Puts all charms on 6 cooldown Level 5.0 Pwr.cost 6 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... |
On feet | ![]() 3.0 T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +10 Str +4 Mag +4 Wil +10 Con dps ---------- Dmg.mod +10% physical +15% arcane +30% fire Res.pen +15% fire ----- def ----- Armour +5 Fatigue +4% Resists +6% arcane Phys.save +13 (+0 eff.) Spell.save +15 (+0 eff.) Mind.save +15 (+2 eff.) ---------- misc Size +1 Blink to a nearby random location (rad 14) Puts all charms on 15 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() 2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% lightning +21% fire Res.pen +25% lightning Melee Ret 20 lightning 8 fire ----- def ----- Resists +12% fire ---------- misc Talents +3 Silence Cooldown Silence -1 Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 91 for 7 turns Puts all charms on 12 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Mag +9 Wil +11 Cun +6 Con dps ---------- Phys.pwr +15 (+1 eff.) Spell.pwr +15 (+2 eff.) Mind.pwr +27 (+3 eff.) Dmg.mod +6% nature ----- def ----- Resists +6% nature Crit.dmg- 15.00% Spell.save +19 (+0 eff.) ---------- misc Max.stam +40.00 Light +2 See.Invis +9 Telepathy Dragon Rings can have magical properties. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +10 Str +8 Dex +8 Wil +8 Cun +10 Con dps ---------- Phys.pwr +15 (+1 eff.) Mind.pwr +11 (+1 eff.) Res.pen +10% light Acc +16 (+3 eff.) On Hit (Melee): * 26 arcane resource burn ----- def ----- Resists +6% darkness +5% arcane +9% cold +9% nature +9% fire Rings can have magical properties. |
Around neck | ![]() 0.1 T4 amulet jewelry [Random Unique] Nature While equipped: Stats +13 Con dps ---------- Phys.pwr +2 (+0 eff.) Apr +1 ----- def ----- Armour +2 Resists +5% arcane Phys.save +6 (+0 eff.) Blind- +66% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +18 Sight +4 See.Invis +24 Amulets can have magical properties. |
In main hand | ![]() 3.0 T5 greatsword 2H weapon [Random Unique] Nature/Master/Psionic Power 202% Range: 1.6x Uses 160% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +84 insidious poison +8 mind On Hit: * 53% chance to cause random gloom * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Acc +19 (+3 eff.) On Hit (Melee): * Slows global speed by 15% ----- def ----- Defense +21 (+5 eff.) Resists +3% lightning +3% physical +3% mind Crit.dmg- 15.00% Phys.save +20 (+0 eff.) Poison- +10% Disarm- +70% Massive two-handed swords. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Master/Psionic While equipped: Stats +12 Dex +12 Cun +7 Lck dps ---------- Phys.crit +14.0% Mind.crit +15% Mind.pwr +12 (+1 eff.) Res.pen +5% light Apr +1 Melee Ret 12 blight On Hit (Melee): * 26% chance to disease ----- def ----- Armour +2 Defense +9 (+2 eff.) Rng.Def +9 (+2 eff.) Phys.save +15 (+0 eff.) Stealth +15 Max.HP +10.00 ---------- misc T.Disarm +18 Infravis +6 A belt that goes around your waist. |
In off hand | ![]() 3.0 T4 waraxe 1H weapon [Random Unique] Nature/Master/Psionic Power 174% Range: 1.4x Uses 140% Wil, 50% Mag Dmg Arcane Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +33 insidious poison On Hit.r1 +8 arcane On Crit.r2 +8 nature +8 arcane On Hit: * 20% chance to inflict 15% damage reduction * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On Crit: * wounds the target for 7 turns: 44 bleeding, 95% reduced healing While equipped: dps ---------- Phys.crit +13.0% Phys.pwr +13 (+1 eff.) Dmg.mod +3% darkness Res.pen +10% arcane On Hit (Melee): * Slows global speed by 15% One-handed war axes. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Nature/Psionic While equipped: Stats +5 Str +2 Mag +8 Wil +7 Cun dps ---------- Mind.crit +7% ----- def ----- Defense +13 (+3 eff.) Resists +22% light +20% blight +22% fire +18% nature +6% arcane Stealth +15 HP.reg +2.90 Heal.mod +30% Blind- +25% Poison- +20% ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T5 light armor [Random Unique] Arcane/Nature/Master While equipped: Stats +26 Str +9 Dex +19 Mag +16 Wil +9 Cun dps ---------- Phys.crit +10.0% Spell.crit +10% Mind.crit +10% Phys.pwr +25 (+2 eff.) Spell.pwr +22 (+3 eff.) Mind.pwr +25 (+3 eff.) Dmg.mod +3% blight +18% mind Res.pen +10% mind +10% temporal Melee Ret 4 mind On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) * 10% chance to disease ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +8% Resists +20% lightning +14% physical +20% darkness +9% blight Max.HP +70.00 ---------- misc Light +2 Track: Puts all charms on 18 cooldown Level 2.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 41 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
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 30% (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. |
![]() 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown -2 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 822 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown -2 Travel.spd instantaneous Usage Speed Spell (27% of a turn) Is a spell Description: Inflicts 1206.68 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown -4 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 215.34 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 22 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+0 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire to your side for 15 turns. Uses 36 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Con +8 Mag dps ---------- Phys.pwr +9 (+0 eff.) Phys.spd +10% Dmg.mod +9% temporal +10% physical Melee Ret 12 blight On Hit (Melee): * 10% chance to disease ----- def ----- Fatigue -12% HP.reg +4.30 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Telepathy Humanoid/Orc Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Crit.mult +16.00% Dmg.mod +12% blight Res.pen +10% blight Acc +8 (+2 eff.) Apr +14 On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +12% blight Phys.save +9 (+0 eff.) Disease- +15% Cut- +10% Stun/Frz- +10% Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun +7 Str ----- def ----- Armour +11 Defense +11 (+3 eff.) Rng.Def +11 (+2 eff.) Resists +12% blight +3% physical +6% darkness Silence- +15% ---------- misc Max.hate +8.00 Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Rare] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +11 (+1 eff.) Dmg.mod +18% lightning Res.pen +15% fire Melee Ret 16 temporal 20 fire ----- def ----- Resists +15% lightning +16% temporal Mind.save +13 (+1 eff.) Confus- +19% Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +5% lightning Melee Ret 4 arcane On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Max.HP +22.00 Disarm- +23% Pinning- +20% Knockbk- +21% Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Dex +5 Mag +13 Cun dps ---------- Spell.pwr +11 (+1 eff.) Mind.pwr +4 (+0 eff.) Res.pen +15% mind Acc +9 (+2 eff.) ----- def ----- Armour +4 Resists +1% physical HP.reg +3.30 Silence- +20% Stun/Frz- +42% ---------- misc Hate/m.crit +1.00 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Con dps ---------- Dmg.mod +20% light Acc +17 (+3 eff.) Apr +17 On Hit (Melee): * 24% chance to disease ----- def ----- Defense +14 (+3 eff.) Resists +6% blight +40% light +9% darkness Spell.save +20 (+0 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.stam +39.00 Max.hate +6.00 Disengage: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 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. |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Dex dps ---------- Phys.pwr +7 (+0 eff.) Spell.pwr +7 (+1 eff.) Mind.pwr +6 (+0 eff.) Dmg.mod +5% all ----- def ----- Fatigue -6% Crit.dmg- 15.00% Phys.save +6 (+0 eff.) ---------- misc Max.stam +10.00 Infravis +2 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +8 Cun +8 Wil dps ---------- Mind.pwr +15 (+1 eff.) Dmg.mod +6% nature +3% temporal Res.pen +10% nature +5% mind Melee Ret 8 mind On Hit (Melee): * Slows global speed by 40% * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +30% acid +30% fire +28% cold +3% nature +30% lightning Mind.save +15 (+2 eff.) Confus- +47% Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 41.86 cold and 44.02 physical damage (based on Willpower) each turn and knocking opponents back. Uses 36 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +9 Str +9 Con dps ---------- Phys.pwr +12 (+1 eff.) Dmg.mod +13% cold Acc +16 (+3 eff.) Apr +12 Melee Ret 4 acid ----- def ----- Defense +15 (+3 eff.) Resists +9% acid +26% cold +9% nature Phys.save +9 (+0 eff.) Silence- +15% Confus- +10% Disengage: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 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. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +3 Str +6 Dex +13 Wil +3 Cun +9 Con dps ---------- Dmg.mod +12% fire Res.pen +15% fire Acc +12 (+2 eff.) ----- def ----- Crit.dmg- 20.00% ---------- misc Telepathy Dragon Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+1 eff.) Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +9 Dex +7 Mag +18 Cun +10 Con dps ---------- Spell.crit +3% Mind.crit +5% Spell.pwr +15 (+2 eff.) S.pwr/crit +12 Dmg.mod +9% mind Res.pen +10% mind Acc +15 (+3 eff.) ----- def ----- Phys.save +20 (+0 eff.) Mind.save +6 (+1 eff.) ---------- misc Equi/ret +0.12 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +9 Str +7 Wil +7 Cun +7 Con dps ---------- Phys.pwr +9 (+0 eff.) Mind.pwr +12 (+1 eff.) Dmg.mod +20% acid +3% nature Melee Ret 12 nature 20 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +40% acid Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Cun +9 Wil dps ---------- Mind.pwr +12 (+1 eff.) Dmg.mod +9% blight Melee Ret 12 blight 8 darkness ----- def ----- Max.HP +92.00 HP.reg +6.00 Heal.mod +30% Stun/Frz- +47% ---------- misc Max.vim +50.00 Rings can have magical properties. |
![]() 3.0 T5 battleaxe 2H weapon [Random Unique] Arcane/Master Power 196% Range: 1.5x Uses 160% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +14.0% Atk.spd 100% Melee+ +28 acid On Hit: * Random elemental explosion On Crit: * splashes the target with acid While equipped: Stats +3 Dex dps ---------- Res.pen +24% acid +21% physical +24% fire +24% lightning +23% cold Acc +21 (+4 eff.) Apr +20 ----- def ----- Defense +12 (+3 eff.) Rng.Def +12 (+3 eff.) Resists +2% physical Heal.mod +15% Massive two-handed battleaxes. |
![]() 3.0 T2 battleaxe 2H weapon [Random Unique] Nature/Master Power 170% Range: 1.5x Uses 160% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 nature +10 temporal While equipped: dps ---------- Acc +7 (+1 eff.) ----- def ----- Defense +9 (+2 eff.) Resists +6% temporal Disarm- +29% Massive two-handed battleaxes. |
![]() 3.0 T4 battleaxe 2H weapon [Random Unique] Arcane/Master Power 186% Range: 1.5x Uses 160% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% Melee+ +7 lightning On Hit: * 40% chance to gain 10% of a turn (3/turn limit) * 40% chance to blind * 25% chance for lightning to arc to a second target While equipped: dps ---------- Dmg.mod +10% physical Res.pen +15% temporal +27% physical Acc +13 (+3 eff.) Apr +28 ----- def ----- Resists +9% light Massive two-handed battleaxes. |
![]() 3.0 T3 battleaxe 2H weapon [Random Unique] Arcane/Master/Psionic Power 174% Range: 1.5x Uses 160% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Melee+ +16 lightning +4 fire On Crit.r2 +4 lightning +4 fire On Hit: * 25% chance for lightning to arc to a second target * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +5 Con dps ---------- Phys.pwr +14 (+1 eff.) Dmg.mod +3% lightning Res.pen +10% physical On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +6% fire Disarm- +25% Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Unique] Arcane Power 209% Range: 1.5x Uses 160% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +8 Crit +8.0% Atk.spd 100% Melee+ +50 fire Dmg.conv 20% fire While equipped: dps ---------- Dmg.mod +20% fire Res.pen +25% fire ----- def ----- Resists +20% fire The wearer is treated as a demon. Infernal Breath: Level 3.0 Pwr.cost 21 out of 35/35. Range melee/personal Travel.spd instantaneous Is a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 996.69 fire damage, and flames will be left dealing a further 234.55 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
![]() 3.0 T4 battleaxe 2H weapon [Rare] Master Power 205% Range: 1.5x Uses 160% Wil, 50% Mag Dmg Acid Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% On Hit.r1 +4 acid While equipped: dps ---------- Dmg.mod +30% lightning Res.pen +20% lightning Melee Ret 4 lightning ---------- misc See.Invis +9 Telepathy Demon/Minor Demon/Major All Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Random Unique] Master/Psionic Power 198% Range: 1.5x Uses 160% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +28 mind On Hit.r1 +4 lightning On Crit.r2 +4 lightning On Hit: * 49% chance to cause random gloom * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +10 Cun +12 Wil dps ---------- Phys.crit +21.0% Crit.mult +28.00% Res.pen +5% arcane Phasing +10% Apr +21 ----- def ----- Resists +5% arcane Spell.save +6 (+0 eff.) Def/telep +20 Res/telep +20% Dur/telep +20% Massive two-handed battleaxes. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 168% Range: 1.3x Uses 40% Wil, 50% Cun, 100% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+2 eff.) Spell.save +10 (+0 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() 1.0 T4 dagger 1H weapon [Unique] Nature/Psionic Power 178% Range: 1.3x Uses 40% Wil, 90% Cun, 50% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
![]() 1.0 T5 dagger 1H weapon [Unique] Arcane Power 185% Range: 1.3x Uses 40% Wil, 35% Cun, 105% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+1 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 2.0 Pwr.cost 24 out of 50/50. Range 6 Travel.spd 600% of base Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 54.20 acid and 55.03 blight damage. If not cleared after five turns it will inflict 312.48 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
![]() 1.0 T5 dagger 1H weapon [Unique] Nature Power 183% Range: 1.3x Uses 40% Wil, 50% Mag, 100% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Crit: * inflicts pinning spydric poison upon the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +5 Hardiness +5% ---------- misc Light -2 Creeping Darkness: Level 3.0 Pwr.cost 15 out of 40/40. Range 5 Travel.spd instantaneous Is a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 208.81 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 173% Range: 1.3x Uses 40% Wil, 90% Cun, 50% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +30 Crit +10.0% Atk.spd 100% Melee+ +20 darkness While equipped: dps ---------- Dmg.mod +10% darkness ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() 1.0 T5 dagger 1H weapon [Unique] Master Power 188% Range: 1.3x Uses 40% Wil, 90% Cun, 50% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +4 Cun +5 Dex dps ---------- Dmg.mod +8% light +10% physical ----- def ----- Pinning- +50% ---------- misc Light +1 Telepathy Humanoid/Orc During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
![]() 1.0 T3 dagger 1H weapon [Unique] Nature Power 157% Range: 1.3x Uses 40% Wil, 50% Mag, 100% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 T2 dagger 1H weapon [Unique] Master Power 168% Range: 1.3x Uses 40% Wil, 90% Cun, 50% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() 1.0 T5 dagger 1H weapon [Random Unique] Arcane/Master/Psionic Power 182% Range: 1.3x Uses 40% Wil, 90% Cun, 50% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +30 lightning +16 blight On Hit.r1 +4 nature On Hit: * Projects up to 3 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 While equipped: dps ---------- Phys.crit +12.0% Crit.mult +16.00% Dmg.mod +21% blight Apr +12 On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +6% blight Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 163% Range: 1.3x Uses 40% Wil, 90% Cun, 50% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +10 blight +10 fire burn On Crit.r2 +20 infective blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 168% Range: 1.3x Uses 40% Wil, 90% Cun, 50% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +20 Crit +20.0% Atk.spd 100% Melee+ +20 light While equipped: dps ---------- Dmg.mod +10% light ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 168% Range: 1.3x Uses 40% Wil, 50% Mag, 100% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+3 eff.) Phys.save +15 (+0 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 168% Range: 1.3x Uses 40% Wil, 60% Mag, 90% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 2.0 Pwr.cost 5 out of 10/10. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of darkness, doing 628.59 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 1.0 T5 dagger 1H weapon [Random Unique] Arcane/Psionic Power 181% Range: 1.3x Uses 40% Wil, 90% Cun, 50% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +12 blight On Hit.r1 +4 blight +16 fire +12 acid On Hit: * Random elemental explosion * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Res.pen +13% acid +20% blight +22% fire +14% cold +14% lightning Melee Ret 8 fire ----- def ----- Resists +6% acid Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Random Unique] Disrupt/Master/Psionic Power 182% Range: 1.3x Uses 40% Wil, 90% Cun, 50% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +11 Crit +10.0% Atk.spd 100% Melee+ +4 light On Hit: * 20 arcane resource burn * 25% chance to put talents on cooldown On Crit: * burns latent spell energy While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Phys.pwr +4 (+0 eff.) Dmg.mod +6% darkness +3% physical Res.pen +8% physical Acc +12 (+2 eff.) Apr +14 ----- def ----- Resists +6% light Sharp, short and deadly. |
![]() 12.0 T5 greatmaul 2H weapon [Unique] Arcane Power 228% Range: 1.5x Uses 180% Wil, 50% Mag 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 605.88 to 1817.64 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 1644.24 to 3288.48 physical damage (based on Strength) to each. Uses 30 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 T5 greatmaul 2H weapon [Random Unique] Nature/Disrupt/Psionic Power 208% Range: 1.5x Uses 160% Wil, 50% Mag Dmg Nature Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% On Hit: * 20% chance to inflict 15% damage reduction * Slows global speed by 28% * leeches stamina from the target * 25% chance to put talents on cooldown While equipped: Stats +2 Cun +1 Con dps ---------- Dmg.mod +9% mind +15% darkness Res.pen +19% nature Melee Ret 27 nature slow ----- def ----- Resists +9% darkness +13% all Mind.save +40 (+4 eff.) ---------- misc Telepathy Demon/Minor Demon/Major Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Random Unique] Disrupt/Master/Psionic Power 202% Range: 1.5x Uses 160% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Against +42% Unnatural On Hit: * disrupts spell-casting * 20% chance to torment the target While equipped: Stats +3 Mag dps ---------- Res.pen +21% mind +21% darkness Acc +21 (+4 eff.) On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +20 (+4 eff.) Resists +6% blight +6% temporal +6% light Disarm- +69% ---------- misc Light +3 Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Random Unique] Arcane/Master Power 208% Range: 1.5x Uses 160% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Melee+ +13 lightning +4 physical On Hit: * 25% chance for lightning to arc to a second target On Crit: * cripple the target While equipped: dps ---------- Phys.crit +33.0% Crit.mult +23.00% Phys.pwr +4 (+0 eff.) Apr +16 Melee Ret 12 physical ----- def ----- Armour +4 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +0.40 Massive two-handed mauls. |
![]() 5.0 T3 greatmaul 2H weapon [Unique] Master Power 191% Range: 1.5x Uses 160% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +10 Crit +0.0% Atk.spd 100% Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. While equipped: Stats +5 Str +5 Con dps ---------- Crit.mult +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
![]() 5.0 T5 greatmaul 2H weapon [Random Unique] Arcane/Nature/Master Power 204% Range: 1.5x Uses 160% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Melee+ +28 lightning +12 fire On Crit.r2 +8 fire On Hit: * 47% chance to corrode armour by 30% * 25% chance for lightning to arc to a second target On Crit: * wounds the target for 7 turns: 44 bleeding, 95% reduced healing While equipped: Stats +4 Con +2 Wil dps ---------- Phys.crit +19.0% Phys.pwr +21 (+1 eff.) Dmg.mod +6% arcane Res.pen +21% acid +5% fire ----- def ----- Fatigue -6% HP.reg +4.00 ---------- misc See.Invis +6 Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Unique] Arcane Power 209% Range: 1.5x Uses 170% Wil, 50% Mag 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 (+4 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 6.0 Pwr.cost 15 out of 25/25. Range melee/personal Travel.spd instantaneous Is a spell Description: Hits the target doing 319% 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 T2 greatmaul 2H weapon [Unique] Arcane Power 175% Range: 1.3x Uses 160% Wil, 60% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +8.0% Atk.spd 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 6 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
![]() 5.0 T2 greatmaul 2H weapon [Rare] Master Power 171% Range: 1.5x Uses 160% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Melee+ +28 mind On Hit: * 20 arcane resource burn While equipped: Stats +2 Cun +3 Wil dps ---------- Acc +13 (+3 eff.) ----- def ----- Defense +13 (+3 eff.) Resists +6% arcane +9% light Spell.save +15 (+0 eff.) Poison- +25% Silence- +15% Disarm- +45% ---------- misc Telepathy Dragon Massive two-handed mauls. |
![]() 5.0 T4 greatmaul 2H weapon [Rare] Psionic Power 196% Range: 1.5x Uses 160% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% Melee+ +24 darkness +8 fire +12 mind Against +24% Living On Hit.r1 +12 fire On Hit: * 45% chance to cause random gloom While equipped: dps ---------- Res.pen +10% mind Melee Ret 20 acid 22 mind On Hit (Melee): * 34% chance to corrode armour by 30% ----- def ----- Resists +6% acid +9% fire Massive two-handed mauls. |
![]() 3.0 T5 greatsword 2H weapon [Random Unique] Master Power 221% Range: 1.6x Uses 160% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.pwr +4 (+0 eff.) Dmg.mod +9% nature Res.pen +10% nature +42% physical Acc +42 (+7 eff.) Apr +38 On Hit (Melee): * Slows global speed by 40% ----- def ----- Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Die.at -20.00 life Max.HP +20.00 HP.reg +0.40 Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Master Power 201% Range: 1.6x Uses 160% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +22 Crit +10.0% Atk.spd 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con ---------- misc Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 207% Range: 1.6x Uses 155% Wil, 50% Mag, 20% Con Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 344 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con ---------- misc Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 18 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 209% Range: 1.6x Uses 170% Wil, 60% Mag 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 T4 greatsword 2H weapon [Unique] Arcane/Master Power 207% Range: 1.6x Uses 165% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +10.0% Atk.spd 100% HP.leech +8% Dmg.conv 50% fire burn While equipped: Stats +3 Cun +5 Str dps ---------- Dmg.mod +10% darkness +15% fire ----- def ----- Resists +15% fire Accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage. Uses 6 power out of 25/25 This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
![]() 3.0 T5 greatsword 2H weapon [Random Unique] Arcane/Nature Power 203% Range: 1.6x Uses 160% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +20 lightning +8 acid On Hit: * 17% chance to inflict 15% damage reduction * 40% chance to corrode armour by 30% * 13% chance to daze at end of turn * 40% chance to cause random gloom * 25% chance for lightning to arc to a second target * 20% chance to curse the target While equipped: Stats +5 Str +5 Dex +3 Mag +3 Wil +2 Cun +5 Con dps ---------- Dmg.mod +9% darkness +3% mind Res.pen +17% lightning Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Random Unique] Arcane/Nature/Master Power 191% Range: 1.6x Uses 160% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 111% Melee+ +24 lightning +19 temporal +24 nature On Crit.r2 +16 light On Hit: * 25% chance for lightning to arc to a second target While equipped: Stats +7 Dex dps ---------- Dmg.mod +6% lightning Res.pen +5% light Acc +19 (+3 eff.) On Hit (Melee): * 15% chance to blind * 10% chance to disease ----- def ----- Resists +9% lightning Massive two-handed swords. |
![]() 0.1 T2 greatsword 2H weapon [Unique] Arcane/Master Power 167% Range: 1.6x Uses 160% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +25 Crit +3.0% Atk.spd 111% Melee+ +10 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
![]() 3.0 T5 greatsword 2H weapon [Random Unique] Arcane/Master Power 205% Range: 1.6x Uses 160% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 111% Phasing +20% Melee+ +28 lightning On Hit: * Slows global speed by 20% * 25% chance for lightning to arc to a second target On Crit: * cripple the target While equipped: Stats +9 Dex +2 Wil +3 Cun +2 Con dps ---------- Phys.crit +23.0% Crit.mult +9.00% Acc +21 (+4 eff.) ----- def ----- Armour +4 Max.HP +30.00 ---------- misc Max.stam +5.00 Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Unique] Master Power 201% Range: 1.6x Uses 160% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +19 Crit +10.0% Atk.spd 100% Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con ----- def ----- D.Red.from +20% Living ---------- misc Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed weapons +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
![]() 3.0 T1 greatsword 2H weapon [Normal] Power 157% Range: 1.6x Uses 160% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Random Unique] Arcane/Master/Psionic Power 199% Range: 1.6x Uses 160% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Melee+ +7 lightning On Crit.r2 +4 mind On Hit: * 25% chance for lightning to arc to a second target * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Dmg.mod +6% arcane ---------- misc Max.psi +30.00 Massive two-handed swords. |
![]() 4.0 T5 longbow 2H weapon Reqs Shoot [Random Unique] Disrupt/Master Power 139% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Atk.spd 143% Range +10 Proj.spd +200% While equipped: Stats +11 Cun +9 Wil dps ---------- Mind.pwr +23 (+2 eff.) Dmg.mod +33% physical Res.pen +33% physical On Hit (Ranged): * 36 arcane resource burn ----- def ----- Armour +2 Defense +4 (+1 eff.) Resists +9% blight +9% lightning Cut- +5% Silence- +10% Knockbk- +15% Teleport- +10% ---------- misc Masteries +0.30 Wild-gift/Antimagic Longbows are used to shoot arrows at your foes. |
![]() 4.0 T4 longbow 2H weapon Reqs Shoot [Random Unique] Nature/Disrupt/Master Power 139% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Atk.spd 125% Range +10 On Crit.r2 +6 nature While equipped: Stats +3 Wil +9 Con dps ---------- Phys.crit +20.0% Mind.crit +2% Dmg.mod +9% mind Res.pen +10% mind Acc +18 (+3 eff.) ----- def ----- Resists +23% acid +20% fire +23% lightning +23% cold Spell.save +20 (+0 eff.) ---------- misc Equi/ret +0.16 Psi/ret +0.04 Max.psi +10.00 Masteries +0.30 Wild-gift/Fungus Regenerate 264 life over 5 turns Puts all charms on 12 cooldown Longbows are used to shoot arrows at your foes. |
![]() 4.0 T3 longbow 2H weapon Reqs Shoot [Unique] Arcane Power 139% 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 Reqs Shoot [Unique] Arcane Power 139% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Atk.spd 143% Range +10 While equipped: Stats +5 Dex +7 Mag dps ---------- Spell.pwr +20 (+3 eff.) Mov.spd +10% Ranged+ 75 lightning Dmg.mod +20% lightning ----- def ----- Rng.Def +15 (+3 eff.) Resists +20% lightning ---------- misc Masteries +0.10 Spell/Storm +0.20 Spell/Air Automatically fires lightning bolts at nearby enemies, with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
![]() 3.0 T3 longsword 1H weapon [Unique] Arcane/Master Power 176% Range: 1.4x Uses 140% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +10.0% Atk.spd 100% Melee+ +12 acid On Crit.r2 +40 corrosive acid While equipped: dps ---------- Phys.crit +10.0% Spell.crit +10% Dmg.mod +15% acid Res.pen +10% physical ----- def ----- Resists +15% acid Corrosive Worm: Level 4.0 Pwr.cost 18 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 30% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 82 acid damage in a 4 radius ball. This damage will increase by 62% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
![]() 3.0 T4 longsword 1H weapon [Unique] Arcane Power 183% Range: 1.4x Uses 130% Wil, 70% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +10 Crit +8.0% Atk.spd 100% Dmg.conv 20% temporal On Hit: * inflicts bonus temporal damage and slows target While equipped: dps ---------- Dmg.mod +12% temporal +10% physical Rethread: Level 2.0 Pwr.cost 5 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Rethread the timeline, dealing 259.94 temporal damage to the target before moving on to a second target. Rethread can hit up to 3 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. The remnants of a damaged timeline, this blade shifts and fades at random. |
![]() 3.0 T5 longsword 1H weapon [Unique] Master/Psionic Power 191% Range: 1.4x Uses 140% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +12 Crit +10.0% Atk.spd 100% On Hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On Kill: * Enter a Rampage (Shared cooldown). While equipped: Stats +10 Str +10 Wil +7 Cun dps ---------- Acc +18 (+3 eff.) ---------- misc Masteries +0.20 Cursed/Rampage +0.20 Cursed/Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
![]() 3.0 T3 longsword 1H weapon [Unique] Steamtech Power 183% Range: 1.4x Uses 140% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +10 Crit +8.0% Atk.spd 100% On Hit: * inflict fire damage based on steampower While equipped: ----- def ----- Cut- +100% This sword is equipped with a heated core to add a bit of extra pain to the wounds. |
![]() 3.0 T4 longsword 1H weapon [Unique] Master/Unknown Power 183% Range: 1.4x Uses 140% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +12 Crit +6.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Crit.mult +0.00% Dmg.mod +5% blight ----- def ----- Cut- -25% ---------- misc Max.vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
![]() 3.0 T5 longsword 1H weapon [Random Unique] Disrupt/Master/Psionic Power 186% Range: 1.4x Uses 140% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +8.0% Atk.spd 100% Phasing +30% On Hit.r1 +8 darkness On Crit.r2 +4 darkness On Hit: * 25% chance to put talents on cooldown On Crit: * wounds the target for 7 turns: 44 bleeding, 95% reduced healing While equipped: dps ---------- Phys.crit +15.0% Phys.pwr +15 (+1 eff.) Dmg.mod +15% darkness +6% physical ----- def ----- Resists +17% acid +17% fire +14% lightning +17% cold Spell.save +46 (+0 eff.) Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon [Unique] Nature/Master Power 181% Range: 1.4x Uses 140% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +10 Crit +18.0% Atk.spd 100% Dmg.conv 50% fire While equipped: Stats +7 Str +7 Wil dps ---------- Dmg.mod +20% fire Res.pen +15% fire ----- def ----- Resists +10% nature +15% fire Fire Breath: Level 2.0 Pwr.cost 15 out of 25/25. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 1478.41 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
![]() 3.0 T4 longsword 1H weapon [Random Unique] Nature/Master/Psionic Power 188% Range: 1.4x Uses 140% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +12 mind On Hit: * 29% chance to corrode armour by 30% * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +2 Str +2 Mag +2 Con dps ---------- Mind.crit +5% Mind.pwr +12 (+1 eff.) Dmg.mod +6% mind Res.pen +13% acid ----- def ----- HP.reg +2.10 Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Random Unique] Nature/Disrupt Power 186% Range: 1.4x Uses 140% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +4 acid +8 nature On Hit: * 18 arcane resource burn While equipped: dps ---------- Dmg.mod +6% nature +3% acid Res.pen +10% acid +33% nature +33% darkness On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +20% all Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon [Unique] Arcane In the past there was a dagger with it. Power 171% Range: 1.4x Uses 120% Wil, 70% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) Dmg.mod +5% temporal ----- def ----- Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
![]() 3.0 T5 longsword 1H weapon [Unique] Arcane Power 191% Range: 1.4x Uses 140% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +20 Crit +5.0% Atk.spd 100% Dmg.conv 50% darkness While equipped: Stats +10 Str +8 Mag dps ---------- Dmg.mod +25% darkness Res.pen +15% darkness ----- def ----- Resists +18% darkness +12% blight ---------- misc ShadowPwr +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
![]() 3.0 T5 longsword 1H weapon [Random Unique] Disrupt/Master Power 199% Range: 1.4x Uses 140% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +12 mind +20 nature On Hit: * 30 arcane resource burn * 25% chance to remove a magical effect On Crit: * cripple the target While equipped: Stats +1 Str +4 Dex +1 Wil +4 Cun dps ---------- Phys.crit +13.0% ----- def ----- Resists +6% darkness Mind.save +20 (+2 eff.) ---------- misc Telepathy Demon/Minor Demon/Major Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Random Unique] Nature/Master Power 199% Range: 1.4x Uses 140% Wil, 50% Mag Dmg Arcane Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +4 physical On Crit.r2 +18 fire On Crit: * wounds the target for 7 turns: 44 bleeding, 95% reduced healing While equipped: Stats +1 Str dps ---------- Phys.crit +15.0% Crit.mult +12.00% Phys.pwr +15 (+1 eff.) All.spd +6% Res.pen +15% fire ----- def ----- Armour +6 Max.HP +30.00 ---------- misc Max.stam +10.00 Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Random Unique] Arcane/Nature Power 187% Range: 1.4x Uses 140% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +20 light Against +30% Undead On Crit.r2 +20 fire On Hit: * 20% chance to daze at end of turn * 35% chance to corrode armour by 30% While equipped: dps ---------- Spell.crit +1% Spell.pwr +6 (+1 eff.) All.spd +6% Res.pen +15% acid +15% fire +15% mind +10% blight Melee Ret 8 arcane 4 lightning ----- def ----- HP.reg +2.50 ---------- misc Max.vim +50.00 Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Random Unique] Arcane/Nature/Psionic Power 187% Range: 1.4x Uses 140% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +17 lightning +20 blight +21 mind +60 insidious poison On Hit.r1 +4 blight On Hit: * 27% chance to cause random gloom * 25% chance for lightning to arc to a second target While equipped: Stats +7 Cun +7 Wil dps ---------- Dmg.mod +6% fire Res.pen +15% fire On Hit (Melee): * 20% chance to disease ----- def ----- Resists +12% lightning Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon [Random Unique] Disrupt/Master/Psionic Power 190% Range: 1.4x Uses 140% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% Melee+ +20 nature On Hit: * 25% chance to remove a magical effect * 25% chance to put talents on cooldown While equipped: Stats +6 Con dps ---------- Phys.pwr +14 (+1 eff.) Dmg.mod +9% mind Res.pen +9% physical ----- def ----- Resists +9% acid +12% temporal +9% mind +6% arcane Spell.save +12 (+0 eff.) Disarm- +30% Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Random Unique] Arcane/Master Power 187% Range: 1.4x Uses 140% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% Melee+ +14 lightning On Hit: * 25% chance for lightning to arc to a second target On Crit: * wounds the target for 7 turns: 44 bleeding, 95% reduced healing While equipped: Stats +4 Str dps ---------- Phys.crit +11.0% Phys.pwr +12 (+1 eff.) Dmg.mod +10% physical Res.pen +15% nature Acc +13 (+3 eff.) Melee Ret 8 temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% nature +6% temporal ---------- misc Stam/ret +1.90 Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Random Unique] Master Power 188% Range: 1.4x Uses 140% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% On Crit: * wounds the target for 7 turns: 44 bleeding, 95% reduced healing While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +15 (+1 eff.) Res.pen +26% physical Acc +30 (+5 eff.) Apr +29 ----- def ----- Resists +6% arcane +9% acid Die.at -60.00 life Pinning- +20% Teleport- +15% ---------- misc Max.stam +25.00 Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Random Unique] Nature/Master Power 190% Range: 1.4x Uses 140% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% Melee+ +33 insidious poison On Crit: * wounds the target for 7 turns: 44 bleeding, 95% reduced healing While equipped: dps ---------- Phys.crit +15.0% Phys.pwr +15 (+1 eff.) Mind.pwr +4 (+0 eff.) Dmg.mod +15% mind +6% lightning Res.pen +5% lightning +15% physical Acc +10 (+2 eff.) Apr +15 ---------- misc Equi/ret +0.24 Telepathy Humanoid/Orc Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Unique] Nature What would happen if more of Ureslak's remains were reunited? Power 194% Range: 1.4x Uses 140% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 10% chance to shimmer to a different hue and gain powers A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
![]() 3.0 T4 mace 1H weapon [Random Unique] Arcane/Master Power 204% Range: 1.4x Uses 140% Wil, 50% Mag Dmg Arcane Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% Melee+ +16 acid On Crit: * splashes the target with acid While equipped: Stats +3 Wil dps ---------- Mind.crit +2% ----- def ----- Mind.save +30 (+3 eff.) ---------- misc Max.hate +4.00 Telepathy Demon/Minor Demon/Major Blunt and deadly. |
![]() 3.0 T4 mace 1H weapon [Random Unique] Nature/Master Power 182% Range: 1.4x Uses 140% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% Melee+ +40 insidious poison While equipped: Stats +4 Str dps ---------- Dmg.mod +15% blight +14% physical +3% darkness Res.pen +9% physical Acc +9 (+2 eff.) Apr +9 Melee Ret 8 blight On Hit (Melee): * 10% chance to disease * 30% chance to inflict 15% damage reduction ---------- misc Stam/ret +0.90 Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Random Unique] Master Power 189% Range: 1.4x Uses 140% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 111% While equipped: Stats +6 Str +6 Dex dps ---------- Dmg.mod +6% acid +15% physical +6% darkness +3% nature Res.pen +28% darkness Acc +43 (+7 eff.) Melee Ret 12 nature 4 acid On Hit (Melee): * Slows global speed by 30% ----- def ----- Defense +15 (+3 eff.) Disarm- +47% ---------- misc Stam/ret +2.50 Blunt and deadly. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Disrupt This natural frost 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+ +16 mind On Hit.r1 +12 light On Hit: * 17 arcane resource burn On Crit: * burns latent spell energy While equipped: Stats +1 Cun dps ---------- Mind.crit +8% Mind.pwr +10 (+1 eff.) Dmg.mod +10% arcane +20% cold Res.pen +20% cold Melee Ret 20 ice ----- def ----- Armour +10 Resists +6% light +17% cold Phys.save +10 (+0 eff.) Spell.save +20 (+0 eff.) Mind.save +16 (+2 eff.) ---------- misc Equi/ret +2.20 Psi/ret +0.04 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 [Rare] Nature/Psionic Power 93% 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% On Crit.r2 +8 acid On Hit: * 40% chance to blind While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+0 eff.) Dmg.mod +7% mind +7% darkness Melee Ret 7 darkness 8 light 7 mind ----- def ----- Resists +15% lightning +12% cold Spell.save +12 (+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 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 T5 mindstar 1H weapon [Random Unique] Nature/Psionic This mindstar absorbs psionic energy that needs to be projected. 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% On Hit: * 53% chance to blind While equipped: dps ---------- Mind.crit +5% Mind.pwr +22 (+2 eff.) Dmg.mod +12% light Res.pen +15% light Melee Ret 8 acid On Hit (Melee): * 40% chance to corrode armour by 30% ----- def ----- Resists +25% lightning +23% fire +18% acid +24% cold Heal.mod +29% Heal/summ +60 ---------- misc Masteries +0.20 Psionic/Voracity +0.20 Psionic/Absorption 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. Power 114% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Hit.r1 +8 mind On Crit.r2 +4 darkness While equipped: Stats +1 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+1 eff.) Dmg.mod +13% acid +15% physical +3% darkness +8% fire +8% nature +12% cold Res.pen +7% acid +7% physical +8% fire +20% mind +9% cold ----- def ----- Resists +7% blight Phys.save +8 (+0 eff.) Spell.save +6 (+0 eff.) Mind.save +8 (+1 eff.) Disease- +18% ---------- misc Equi/ret +2.20 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon [Unique] Nature Power 100% Range: 1.1x Uses 75% Wil, 50% Mag, 50% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +18 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +6% Mind.pwr +12 (+1 eff.) Dmg.mod +8% physical +8% cold +8% fire ----- def ----- Heal/summ +30 ---------- misc Max.summ +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Rage: Level 4.0 Pwr.cost 10 out of 16/16. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Induces a killing rage in one of your summons, increasing all its stats by 38 for 10 turns. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature This natural venom should be returned to the wyrm. Power 117% 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 Crit.r2 +4 physical +4 temporal While equipped: Stats +2 Str +3 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+1 eff.) Dmg.mod +27% acid +15% mind Res.pen +19% acid Melee Ret 14 acid ----- def ----- Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Resists +17% acid Phys.save +3 (+0 eff.) HP.reg +1.90 Heal.mod +27% Heal/summ +41 ---------- misc Equi/ret +2.10 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 [Unique] Nature/Psionic Power 124% Range: 1.1x Uses 100% Wil, 50% Mag, 20% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +6 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+2 eff.) Dmg.mod +20% mind Res.pen +20% mind ----- def ----- Resists +20% mind Confus- +30% Wayist: (Instant) Level 1.0 Pwr.cost 36 out of 60/60. Range 4 Travel.spd instantaneous Is a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
![]() 3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic Power 105% Range: 1.1x Uses 80% Wil, 50% Mag, 20% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +25 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +8% Mind.pwr +10 (+1 eff.) Dmg.mod +15% mind +5% physical ----- def ----- Resists +10% mind Release a wave of psionic power, dealing 582.53 mind damage (based on Willpower) to all within radius 5. Uses 24 power out of 40/40 This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic This natural fire should be returned to the wyrm. This parasitic mindstar will draw strength from other psionic mindstars. Power 119% 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% Phasing +20% While equipped: Stats +7 Cun +1 Wil dps ---------- Phys.crit +8.0% Mind.crit +5% Crit.mult +17.00% Spell.pwr +4 (+0 eff.) Mind.pwr +10 (+1 eff.) All.spd +5% Dmg.mod +20% fire Res.pen +5% nature +19% fire Melee Ret 20 fire ----- def ----- Resists +20% fire Max.HP +20.00 HP.leech%% +25% HP.leech +25% ---------- misc Hate/m.crit +5.00 Max.hate +25.00 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 psionic mindstar has an epiphany about dreams. This psionic mindstar is wrathful to the hated. 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% Phasing +50% Melee+ +8 blight +8 arcane On Hit.r1 +8 blight While equipped: dps ---------- Spell.crit +2% Mind.crit +19% Mind.pwr +16 (+2 eff.) Dmg.mod +25% mind Melee Ret 4 arcane ----- def ----- Spell.save +20 (+0 eff.) Max.HP +50.00 HP.reg +1.90 ---------- misc Mana/s.crit +1.00 Hate/m.crit +6.00 Psi/m.crit +6.00 Max.mana +20.00 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 mindstar absorbs psionic energy that needs to be projected. Power 115% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +40 Crit +8.0% Atk.spd 100% While equipped: Stats +12 Cun dps ---------- Mind.crit +5% Crit.mult +48.00% Mind.pwr +16 (+2 eff.) Res.pen +10% mind Acc +4 (+1 eff.) Melee Ret 16 mind ----- def ----- Armour +6 Resists +25% lightning +25% fire +25% cold ---------- misc Psi/ret +0.04 Max.hate +4.00 Masteries +0.20 Psionic/Voracity +0.20 Psionic/Absorption 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 [Random Unique] Nature/Psionic This psionic mindstar has an epiphany about dreams. 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% While equipped: Stats +6 Cun dps ---------- Mind.crit +8% Crit.mult +13.00% Mind.pwr +12 (+1 eff.) Dmg.mod +14% mind +3% arcane ----- def ----- Resists +6% mind Die.at -40.00 life Max.HP +28.00 HP.reg +1.30 Silence- +15% Confus- +10% Stun/Frz- +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. |
![]() 4.0 T2 sling 1H weapon Reqs Shoot [Random Unique] Master Power 139% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Atk.spd 125% Range +8 On Hit.r1 +4 blight While equipped: Stats +1 Dex dps ---------- Dmg.mod +17% physical Res.pen +19% physical Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon Reqs Shoot [Random Unique] Arcane/Nature Power 139% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Atk.spd 125% Range +10 Ranged+ +36 acid On Hit: * 40% chance to gain 10% of a turn (3/turn limit) * 13% chance to corrode armour by 30% While equipped: dps ---------- Dmg.mod +35% acid Res.pen +12% acid +5% nature +10% mind ----- def ----- Resists +3% mind HP.reg +1.40 Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T2 staff 2H weapon [Random Unique] Arcane Power 157% 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 +8% Spell.pwr +6 (+1 eff.) Dmg.mod +15% lightning Melee Ret 20 blight ----- def ----- Armour +5 Hardiness +3% Phys.save +4 (+0 eff.) ---------- misc Mana/turn +0.13 Max.mana +30.00 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 173% Range: 1.2x Uses 180% Mag, 40% Wil Dmg Gravity pin Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +8 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +25 (+3 eff.) Dmg.mod +20% physical +10% temporal ----- def ----- Resists +15% physical ---------- misc Masteries +0.10 Chronomancy/Gravity +0.10 Chronomancy/Matter +0.10 Spell/Earth Gravity Spike: Level 3.0 Pwr.cost 9 out of 14/14. Range 6 Travel.spd instantaneous Is a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 333.11 physical (gravity) damage. Each target moved beyond the first increases the damage by 41.64 (up to a maximum of 166.55 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
![]() 5.0 T3 staff 2H weapon [Random Unique] Arcane Power 163% 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+ +4 light On Hit.r1 +12 light On Crit.r2 +4 light While equipped: dps ---------- Phys.crit +8.0% Spell.crit +7% Spell.pwr +18 (+2 eff.) Melee+ 18 arcane 6% confusion Dmg.mod +20% blight Phasing +13% Melee Ret 4 light ----- def ----- Defense +12 (+3 eff.) Phys.save +8 (+0 eff.) Spell.save +5 (+0 eff.) Mind.save +8 (+1 eff.) ---------- misc Max.mana +20.00 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 157% 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% cold Affinity +20% cold Spell.save +15 (+0 eff.) ---------- misc Talents +1 Command Staff Cure up to 6 diseases or poisons (based on Magic). Uses 6 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 T3 staff 2H weapon [Unique] Arcane Power 163% 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 (+1 eff.) Dmg.mod +20% lightning +20% fire +20% arcane +20% cold ---------- misc Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 This unique-looking staff is carved with runes of destruction. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 173% 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% Phasing +10% On Hit.r1 +8 lightning While equipped: dps ---------- Spell.crit +10% Spell.pwr +21 (+3 eff.) Dmg.mod +30% blight +30% fire +30% darkness +30% acid Melee Ret 4 blight On Hit (Melee): * 20% chance to disease * 40% chance to daze at end of turn ----- def ----- Spell.save +6 (+0 eff.) ---------- misc Mana/turn +0.40 Vim/s.crit +6.00 Max.mana +100.00 Max.vim +40.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 1H weapon [Random Unique] Arcane/Master Power 173% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +8 physical While equipped: Stats +5 Mag +6 Wil dps ---------- Phys.crit +2.0% Spell.crit +5% Crit.mult +36.00% Phys.pwr +4 (+0 eff.) Spell.pwr +37 (+5 eff.) Melee+ 35 fire Dmg.mod +30% fire ----- def ----- Defense +11 (+3 eff.) Rng.Def +11 (+2 eff.) ---------- misc Stam/turn +0.60 Max.mana +62.00 See.Invis +18 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 173% 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 Mag +5 Wil dps ---------- Spell.crit +5% Spell.pwr +27 (+3 eff.) Dmg.mod +30% darkness +15% temporal Res.pen +10% lightning +5% arcane +15% darkness ----- def ----- Resists +6% arcane +12% temporal Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.40 Max.mana +146.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 173% 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 +4 blight +8 light On Hit: * 20% chance to blind While equipped: Stats +5 Cun dps ---------- Phys.crit +13.0% Spell.crit +20% Mind.crit +1% Spell.pwr +25 (+3 eff.) Melee+ 40 arcane Dmg.mod +30% acid ---------- misc Mana/turn +0.35 Hate/m.crit +1.00 Max.mana +178.00 Max.psi +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 173% 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% Phasing +30% Melee+ +8 blight On Hit.r1 +4 temporal While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.crit +12% Spell.pwr +20 (+3 eff.) S.pwr/crit +2 Dmg.mod +30% fire ----- def ----- Armour +8 Hardiness +3% Phys.save +19 (+0 eff.) Spell.save +24 (+0 eff.) Mind.save +9 (+1 eff.) ---------- misc Mana/s.crit +3.00 Max.mana +54.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 T4 steamgun 1H weapon Reqs Shoot Steam Pool [Unique] Arcane/Steamtech Power 139% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Apr +7 Atk.spd 100% Dmg.mult 130% Range +7 Proj.spd +1000% On Hit: * deal cold damage equal to 100 + the higher of your steam or spellpower, and attempt to freeze the target (20% chance). Uses 2.0 Steam While equipped: ----- def ----- Ice.pen +20% Strange coils encircle this extremely cold gun. |
![]() 4.0 T3 steamgun 1H weapon Reqs Shoot Steam Pool [Unique] Steamtech Power 139% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Apr +20 Crit -10.0% Atk.spd 100% Dmg.mult 100% Range +6 Proj.spd +1500% On Crit: * Burst apart, dealing physical damage equal to 25% of the original damage in a ball of radius 1. Uses 2.0 Steam While equipped: dps ---------- Crit.mult +50.00% ---------- misc Talents +3 Surekill "Murderfang came over yesterday, raving about this idea for a steamgun he had. He described it in great detail, everything, except for how it would actually work. What do you even grip it by? Insisted I make it though, left some design notes. They all just say 'make it really flashy'. -Pizurk, Master Tinker |
![]() 4.0 T3 steamgun 1H weapon Reqs Shoot Steam Pool [Random Unique] Arcane/Master/Psionic/Steamtech Power 139% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Apr +12 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +13 mind On Hit: 10% Arcane Vortex 3 Uses 2.0 Steam While equipped: Stats +5 Str +2 Dex +5 Mag +7 Wil +5 Cun dps ---------- Phys.pwr +10 (+0 eff.) Spell.pwr +11 (+1 eff.) Mind.pwr +11 (+1 eff.) Dmg.mod +16% arcane +17% mind ---------- misc Mana/turn +0.16 Max.mana +60.00 Light +2 Infravis +2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T5 steamsaw 1H weapon Reqs Steam Pool [Random Unique] Master/Steamtech Power 209% Range: 1.5x Uses 140% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +85 Melee+ +4 acid +8 lightning Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +3% acid +9% lightning Res.pen +5% lightning On Hit (Melee): * 39% chance to corrode armour by 30% ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +29% lightning +3% light ---------- misc Light +3 Talents +3 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 T2 steamsaw 1H weapon Reqs Steam Pool [Unique] Steamtech Power 161% Range: 1.5x Uses 140% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +15 Crit +4.0% Atk.spd 100% Block +50 On Hit: 10% To The Arms 2 Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +7 (+2 eff.) Fatigue +8% ---------- misc Talents +1 Block "Sick of your pesky enemies hitting you with weapons? Well, with the new spring loaded Whipsnap, you can quickly put a stop to that!" |
![]() 3.0 T4 steamsaw 1H weapon Reqs Steam Pool [Random Unique] Arcane/Master/Steamtech Power 173% Range: 1.5x Uses 140% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +68 On Hit: * Random elemental explosion Uses 1.0 Steam While equipped: dps ---------- Spell.crit +6% Res.pen +13% acid +10% physical +12% fire +14% lightning +11% cold Acc +9 (+2 eff.) Apr +9 ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Resists +21% lightning ---------- 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 T4 trident 2H weapon [Unique] Nature Power 217% Range: 1.4x Uses 180% Wil, 50% Mag Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +20 Crit +15.0% Atk.spd 100% Melee+ +20 nature +15 cold On Hit: 40% Water Bolt 3 While equipped: dps ---------- Dmg.mod +20% cold Acc +10 (+2 eff.) ----- def ----- Resists +25% cold Spell.save +18 (+0 eff.) ---------- misc See.Invis +2 On Spell Hit: 20% Water Bolt 3 Freeze: Level 3.0 Pwr.cost 36 out of 150/150. Range 10 Travel.spd instantaneous Is a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 740.35. If this is used on a friendly target the cooldown is halved. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T3 waraxe 1H weapon [Unique] Nature/Master Power 176% Range: 1.4x Uses 140% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +7.0% Atk.spd 100% Dmg.conv 50% ice On Hit: 15% Ice Breath 2 While equipped: dps ---------- Res.pen +20% cold ----- def ----- Armour +20 Ice.pen +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Nature/Disrupt/Master Power 183% Range: 1.4x Uses 140% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +60 insidious poison +20 nature On Hit: * 20% chance to inflict 15% damage reduction * 20 arcane resource burn * Slows global speed by 53% * 25% chance to remove a magical effect While equipped: Stats +1 Dex +4 Mag dps ---------- Phys.crit +15.0% Crit.mult +20.00% Apr +15 ----- def ----- Resists +6% darkness +6% acid ---------- misc Telepathy Demon/Minor Demon/Major One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Nature/Master Power 184% Range: 1.4x Uses 140% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +60 insidious poison +20 temporal +17 nature While equipped: dps ---------- Phys.crit +15.0% Crit.mult +20.00% Phys.pwr +2 (+0 eff.) Dmg.mod +9% light Apr +15 On Hit (Melee): * 15% chance to blind ----- def ----- Armour +2 Resists +12% temporal +1% physical ---------- misc Telepathy Dragon One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Nature/Master Power 182% Range: 1.4x Uses 140% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +45 insidious poison +8 blight +12 acid On Crit.r2 +30 ice While equipped: dps ---------- Phys.crit +12.0% Crit.mult +18.00% Res.pen +11% cold Apr +13 Melee Ret 20 acid 16 blight ----- def ----- Armour +10 Resists +12% acid One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Random Unique] Master Power 176% Range: 1.4x Uses 140% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +9.5% Atk.spd 100% On Hit.r1 +12 physical On Crit: * wounds the target for 7 turns: 44 bleeding, 95% reduced healing While equipped: Stats +6 Con dps ---------- Phys.crit +25.0% Crit.mult +18.00% Phys.pwr +26 (+2 eff.) Res.pen +13% physical Apr +11 ----- def ----- Resists +6% nature +6% cold Disarm- +20% ---------- misc Max.stam +15.00 One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master Power 154% Range: 1.4x Uses 140% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +8 fire On Crit: * cripple the target While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +9% darkness Acc +5 (+1 eff.) ----- def ----- Defense +6 (+2 eff.) Mind.save +3 (+0 eff.) Disarm- +24% ---------- misc Max.hate +2.00 One-handed war axes. |
![]() 1.0 T3 belt armor [Unique] Arcane/Steamtech While equipped: Stats +3 Cun dps ---------- Steampwr +5 (+1 eff.) ----- def ----- Phys.save +10 (+0 eff.) Spell.save +10 (+0 eff.) Generate a personal shield that absorbs up to 340 damage and damages attackers striking the wearer for 136 fire damage while it lasts (based on Cunning). Uses 15 power out of 24/24 This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier. |
![]() 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+4 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 39% chance to evade melee and ranged attacks and 59 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Wil dps ---------- Phys.pwr +8 (+0 eff.) Dmg.mod +30% fire Melee Ret 16 fire ----- def ----- Spell.save +9 (+0 eff.) Mind.save +9 (+1 eff.) ---------- misc Equi/ret +0.16 Psi/ret +0.12 Max.psi +30.00 Size +1 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +12 Dex +12 Cun +5 Con +19 Lck dps ---------- Mind.pwr +10 (+1 eff.) Dmg.mod +6% acid +9% nature Res.pen +15% nature Melee Ret 8 acid On Hit (Melee): * 40% chance to corrode armour by 30% ----- def ----- Resists +9% nature Mind.save +15 (+2 eff.) Stealth +29 ---------- misc T.Disarm +58 Infravis +12 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Unique] Psionic While equipped: ----- def ----- Fatigue +5% Resists +30% lightning Stun/Frz- +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
![]() 1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +2 (+0 eff.) Dmg.mod +6% blight Melee Ret 4 blight 4 light On Hit (Melee): * 30% chance to blind ----- def ----- Mind.save +5 (+1 eff.) A belt that goes around your waist. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.pwr +12 (+1 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Cun dps ---------- Mind.crit +2% Crit.mult +10.00% Mind.pwr +4 (+0 eff.) Dmg.mod +6% fire Res.pen +25% fire ----- def ----- Armour +11 Defense +11 (+3 eff.) Phys.save +18 (+0 eff.) Mind.save +15 (+2 eff.) ---------- misc Telepathy Humanoid/Orc A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Disrupt While equipped: dps ---------- Phys.crit +1.0% Acc +6 (+1 eff.) ----- def ----- Resists +6% acid +6% blight Phys.save +3 (+0 eff.) ---------- misc Max.stam +20.00 A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +6 Cun +6 Dex dps ---------- Dmg.mod +6% darkness Acc +10 (+2 eff.) Apr +10 ----- def ----- Defense +18 (+4 eff.) Resists +19% acid +10% fire +8% cold +21% nature +18% lightning Phys.save +23 (+0 eff.) Mind.save +20 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +7 Dex +5 Mag +3 Cun +7 Con dps ---------- Dmg.mod +12% darkness Res.pen +15% darkness ----- def ----- Armour +7 Defense +1 (+1 eff.) Resists +14% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Con dps ---------- Phys.crit +1.0% Acc +4 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) HP.reg +0.80 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 [Unique] Nature While equipped: Stats +6 Cun +5 Con dps ---------- Res.pen +15% nature ----- def ----- Defense +10 (+2 eff.) ---------- misc Masteries +0.10 Cunning/Stealth Phase Door: Level 2.0 Pwr.cost 18 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Teleports you randomly within a small range of up to 17 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
![]() 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 36 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 11 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 400.56 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
![]() 2.0 T5 cloak armor [Random Unique] Master While equipped: Stats +6 Str +10 Dex +10 Cun +7 Con dps ---------- Phys.crit +2.0% Crit.mult +10.00% S.pwr/crit +8 Dmg.mod +6% acid Acc +10 (+2 eff.) Apr +10 ----- def ----- Defense +3 (+1 eff.) Phys.save +15 (+0 eff.) Max.HP +110.00 ---------- misc Max.stam +10.00 Max.vim +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Unique] While equipped: ----- def ----- Defense +2 (+1 eff.) A stylish kruk-style cloak, to look awesome. |
![]() 2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloth armor [Unique] While equipped: Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
![]() 2.0 T5 cloth armor [Random Unique] Arcane While equipped: Stats +1 Dex +22 Mag +2 Con dps ---------- Dmg.mod +36% physical +20% arcane +39% temporal Res.pen +10% lightning +28% temporal +28% physical On Hit (Melee): * Slows global speed by 15% ----- def ----- Defense +5 (+1 eff.) Resists +3% lightning Crit.dmg- 10.00% Anom.red +32 ---------- misc Max.mana +110.00 Light +3 See.Invis +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Random Unique] Arcane While equipped: Stats +5 Cun dps ---------- Spell.crit +9% Spell.pwr +9 (+1 eff.) Dmg.mod +12% acid +13% physical +35% darkness +13% cold +13% fire +3% mind +20% light Res.pen +10% nature Melee Ret 12 mind 8 light On Hit (Melee): * 40% chance to blind ----- def ----- Defense +3 (+1 eff.) Resists +18% acid +18% physical +27% darkness +9% light +16% fire +9% nature +18% cold ---------- misc Cooldown Refit Golem -6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Random Unique] Nature/Psionic While equipped: dps ---------- Dmg.mod +9% acid +48% fire Res.pen +20% acid +15% darkness On Hit (Melee): * 40% chance to corrode armour by 30% ----- def ----- Defense +5 (+1 eff.) Resists +16% blight +33% fire +30% mind +21% darkness Phys.save +20 (+0 eff.) Spell.save +20 (+0 eff.) Mind.save +40 (+4 eff.) Max.HP +99.00 HP.reg +5.80 Heal.mod +28% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Random Unique] Nature While equipped: Stats +7 Str +7 Mag +7 Wil +8 Con dps ---------- Dmg.mod +20% lightning +29% physical +15% nature +19% cold ----- def ----- Defense +5 (+1 eff.) Resists +12% lightning +13% cold +3% light +17% physical Phys.save +30 (+0 eff.) Spell.save +6 (+0 eff.) Mind.save +9 (+1 eff.) Poison- +44% Disease- +40% Cut- +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Defense +6 (+2 eff.) Fatigue +1% Resists +12% arcane Res.Cap +5% arcane Phase door up to range 6, within radius 2 of the target location. Uses 15 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
![]() 3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +21% lightning Melee Ret 16 mind ----- def ----- Armour +3 Fatigue +2% Resists +6% fire +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +18% fire ----- def ----- Armour +5 Defense +3 (+1 eff.) Fatigue +6% Resists +20% cold ---------- misc Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 425 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
![]() 3.0 T5 feet armor [Random Unique] Nature/Master While equipped: Stats +1 Dex +7 Cun +6 Con dps ---------- Dmg.mod +9% arcane Melee Ret 12 arcane ----- def ----- Armour +13 Fatigue +4% Resists +12% mind Crit.dmg- 5.00% Phys.save +25 (+0 eff.) Mind.save +25 (+3 eff.) HP.reg +5.50 Heal.mod +22% ---------- misc Infravis +3 See.Invis +3 Telepathy Dragon Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T4 feet armor [Unique] Steamtech While equipped: Stats +8 Cun +8 Dex dps ---------- Steampwr +5 (+1 eff.) ----- def ----- Armour +12 Defense +10 (+2 eff.) Fatigue +3% Pinning- +100% Knockbk- -100% You move 3 spaces at once. Accurately? Less so. |
![]() 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 (+2 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
![]() 2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
![]() 3.0 T5 feet armor [Unique] Unknown While equipped: dps ---------- Phys.pwr +10 (+0 eff.) Spell.pwr +10 (+1 eff.) ----- def ----- Armour +4 Defense +2 (+1 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 6 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit blight at your target doing 346.44 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. |
![]() 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +14 Lck +8 Dex dps ---------- Phys.crit +5.0% Phys.pwr +5 (+0 eff.) S.pwr/crit +4 Mov.spd +20% Dmg.mod +6% mind Phasing +20% Apr +12 On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Fatigue +5% Mind.save +15 (+2 eff.) Stealth +15 ---------- misc Mana/turn +0.12 Max.hate +2.00 Telepathy Dragon A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Str dps ---------- Dmg.mod +18% acid Res.pen +25% acid Melee Ret 16 light 12 acid ----- def ----- Armour +3 Fatigue +3% Resists +8% fire +9% cold ---------- misc Light +3 Telepathy Humanoid/Orc A pair of boots made of leather. |
![]() 1.0 T5 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Str +4 Wil +4 Con dps ---------- Melee+ 13 lightning Dmg.mod +11% lightning Res.pen +25% acid +25% nature ----- def ----- Armour +9 Resists +9% lightning Mind.save +9 (+1 eff.) Max.HP +75.00 Disarm- +49% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 177% Range: 1.1x Uses 80% Wil, 50% Mag, 80% Cun Dmg Physical Acc+ +0.2% crit / acc Acc +10 Apr +5 Crit +5.0% Atk.spd 167% On Crit.r2 +13 lightning On Hit: 10% Disarm 5 On Hit: 10% Battle Shout 5 On Hit: 10% Lightning Breath 5 On Hit: * 20% chance to corrode armour by 30% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Unarmed combat: Power 179% Range: 1.4x Uses 80% Wil, 80% Cun, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Apr +10 Crit +10.0% Atk.spd 125% Melee+ +20 arcane On Hit: 10% Greater Weapon Focus 1 On Hit: 10% Displacement Shield 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
![]() 1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 nature Dmg.mod +12% nature Res.pen +5% nature ----- def ----- Armour +1 Resists +5% nature Unarmed combat: Power 148% Range: 1.1x Uses 80% Wil, 50% Mag, 80% Cun Dmg Physical Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 167% On Crit.r2 +6 nature On Hit: 10% Poison Breath 1 On Hit: * 20% chance to daze at end of turn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T5 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Str +3 Wil +4 Con dps ---------- Mind.pwr +8 (+1 eff.) Melee+ 7 acid 24 mind 32 darkness Dmg.mod +5% acid +6% lightning On Hit (Melee): * 20% chance to cause random gloom ----- def ----- Armour +3 Resists +7% acid +12% mind +15% lightning Mind.save -6 (-1 eff.) Disarm- +32% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 170% Range: 1.4x Uses 80% Wil, 80% Cun, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Atk.spd 125% On Crit.r2 +7 acid On Hit: 10% Reproach 5 On Hit: 10% Disarm 5 On Hit: 10% Acid Breath 5 Ruined Earth: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 147% Range: 1.1x Uses 80% Wil, 50% Mag, 80% Cun Dmg Physical Acc+ +0.2% crit / acc Apr +7 Crit +4.0% Atk.spd 167% Dmg.conv 40% item nature slow On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
![]() 1.5 T3 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +3% Mind.pwr +8 (+1 eff.) ----- def ----- Armour +4 Defense +3 (+1 eff.) Spell.save +8 (+0 eff.) Unarmed combat: Power 166% Range: 1.4x Uses 80% Wil, 50% Mag, 80% Cun Dmg Physical Apr +12 Crit +8.0% Atk.spd 125% Melee+ +15 silence On Hit: 5% Mana Clash 1 On Hit: 100% Destroy Magic 3 On Hit: * 20 arcane resource burn Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
![]() 1.5 T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Unarmed combat: Power 179% Range: 1.4x Uses 80% Wil, 50% Mag, 80% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +10 Crit +10.0% Atk.spd 125% Gauntlets. But with steam power! |
![]() 7.0 T3 hands armor [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Unarmed combat: Power 170% Range: 1.4x Uses 100% Wil, 60% Cun, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Apr +15 Crit +5.0% Atk.spd 125% Melee+ +10 acid On Hit: 10% Corrosive Mist 1 On Hit: 20% Earthen Missiles 3 Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
![]() 1.5 T5 hands armor [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag dps ---------- Dmg.mod +15% all Res.pen +10% all ----- def ----- Armour +15 ---------- misc Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Unarmed combat: Power 181% Range: 1.4x Uses 60% Mag, 80% Cun, 80% Wil Dmg Physical Acc+ +0.1% dam / acc Apr +10 Crit +7.0% Atk.spd 125% On Hit: 20% Obliterating Smash 3 Your Obliterating Smash can destroy walls. Obliterating Smash: Level 3.0 Pwr.cost 15 out of 25/25. Range 3 Travel.spd instantaneous Is a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
![]() 1.5 T5 hands armor [Random Unique] Arcane/Master While equipped: Stats +1 Dex +10 Mag +10 Wil +8 Con dps ---------- Spell.crit +1% S.pwr/crit +2 Melee+ 19 arcane 20 temporal Ranged+ 20 temporal Dmg.mod +9% temporal Melee Ret 8 nature ----- def ----- Armour +3 Defense +12 (+3 eff.) Rng.Def +12 (+3 eff.) Resists +10% arcane +15% temporal Phys.save +50 (+0 eff.) Spell.save +10 (+0 eff.) Mind.save +9 (+1 eff.) Disarm- +50% Unarmed combat: Power 175% Range: 1.4x Uses 80% Wil, 80% Cun, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Apr +15 Crit +12.0% Atk.spd 125% Melee+ +29 physical +15 arcane On Crit.r2 +12 physical On Hit: 10% Juggernaut 1 On Hit: 10% Manathrust 3 On Hit: * 15% chance to gain 10% of a turn (3/turn limit) Juggernaut: (Instant) Puts all charms on 18 cooldown Level 2.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +18% blight +9% cold +12% lightning Disease- +30% Silence- +45% Confus- +15% ---------- misc Stam/ret +2.10 Equi/ret +1.90 A cap made of leather. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +7 Str +7 Wil +2 Con dps ---------- Phys.pwr +12 (+1 eff.) Melee Ret 4 physical ----- def ----- Armour +15 Defense +12 (+3 eff.) Rng.Def +12 (+3 eff.) Fatigue +5% Resists +27% acid +15% physical +14% cold +15% fire +30% lightning Phys.save +15 (+0 eff.) Heal.mod +10% ---------- misc Stam/turn +0.60 Infravis +4 A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Random Unique] Master While equipped: Stats +6 Str +6 Dex +4 Wil dps ---------- Phys.pwr +4 (+0 eff.) Dmg.mod +6% mind Melee Ret 8 mind ----- def ----- Armour +4 Fatigue +3% Resists +8% blight Phys.save +10 (+0 eff.) Mind.save +5 (+1 eff.) ---------- misc Max.stam +15.00 Infravis +2 Skullcr.mult +1 A cap made of leather. |
![]() 2.0 T4 head armor [Unique] Master While equipped: Stats +20 Cun dps ---------- Steam.crit +5% Steampwr +5 (+1 eff.) Acc +20 (+4 eff.) Apr +15 ----- def ----- Defense +10 (+2 eff.) Resists +20% fire Blind- +100% ---------- misc Infravis +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
![]() 2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +1 Dex +7 Wil +7 Cun dps ---------- Mind.pwr +6 (+0 eff.) Dmg.mod +15% acid +19% darkness +14% lightning +9% blight +12% cold +13% arcane +15% fire Res.pen +20% blight ----- def ----- Defense +3 (+1 eff.) Resists +28% darkness Crit.dmg- 10.00% ---------- misc Light +2 Infravis +1 See.Invis +15 Telepathy Humanoid/Orc A pointy cloth hat, very wizardly... |
![]() 4.0 T3 head armor [Unique] Arcane While equipped: Stats +5 Cun +5 Wil dps ---------- Dmg.mod +30% fire ----- def ----- Armour +0 Defense +11 (+3 eff.) Fatigue +4% Resists +30% fire Meteor Rain: Level 2.0 Pwr.cost 18 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 426.68 fire and 272.35 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
![]() 2.0 T3 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +5 (+0 eff.) Res.pen +20% blight ----- def ----- Defense +2 (+1 eff.) Resists +9% blight +6% lightning Crit.dmg- 15.00% Mind.save +30 (+3 eff.) Silence- +30% Knockbk- +15% ---------- misc Psi/turn +0.22 A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Random Unique] Nature While equipped: Stats +10 Cun dps ---------- Dmg.mod +6% mind +21% fire Res.pen +5% lightning +5% mind Acc +11 (+2 eff.) Melee Ret 8 lightning 8 mind On Melee Ret: * 19% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +12 (+3 eff.) Fatigue +5% Resists +30% lightning +15% temporal +15% cold +20% fire +6% mind +14% acid A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Str +6 Dex +12 Wil +5 Cun dps ---------- Phys.pwr +12 (+1 eff.) Mind.pwr +6 (+0 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +16% physical +6% arcane +15% fire +6% nature +15% cold Phys.save +15 (+0 eff.) Mind.save +6 (+1 eff.) Silence- +5% Knockbk- +20% A hat made of leather. Very stylish. |
![]() 2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% nature Res.pen +5% light Melee Ret 20 light ----- def ----- Armour +1 Fatigue +1% Resists +5% fire +6% cold ---------- misc Light +2 A hat made of leather. Very stylish. |
![]() 2.0 T1 head armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Res.pen +10% physical Melee Ret 8 physical ----- def ----- Armour +3 Defense +6 (+2 eff.) Rng.Def +6 (+1 eff.) Fatigue +1% Resists +4% physical ---------- misc Light +2 Infravis +2 A cap made of leather. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +23 Str +11 Wil dps ---------- Phys.pwr +12 (+1 eff.) Res.pen +10% fire +15% temporal Melee Ret 12 mind 16 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 15% chance to corrode armour by 30% ----- def ----- Armour +5 Fatigue +5% Resists +6% fire +15% physical Phys.save +11 (+0 eff.) Mind.save +13 (+1 eff.) ---------- misc Light +2 A cap made of leather. |
![]() 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 (+2 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+3 eff.) Confus- +40% ---------- misc Psi/m.crit +6.00 Max.psi +50.00 Infravis +5 Reveal the surrounding area (range 20). Uses 18 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 [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
![]() 2.0 T4 head armor [Unique] Steamtech While equipped: Stats +10 Cun dps ---------- Steam.crit +5% Steampwr +15 (+3 eff.) Dmg.mod +10% physical ----- def ----- Defense +12 (+3 eff.) Resists +15% fire ---------- misc Steam/turn +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
![]() 3.0 T4 head armor [Unique] Arcane/Master While equipped: Stats +10 Wil +10 Con ----- def ----- Armour +15 Fatigue +5% Resists +20% darkness +20% blight ---------- misc Masteries +0.20 Corruption/Demonic pact +0.20 Corruption/Demon seeds ShadowPwr +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
![]() 3.0 T4 head armor [Unique] Master While equipped: Stats +10 Wil +7 Con dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% light +15% darkness Res.Cap +10% darkness Unseen.red 25% ---------- misc Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
![]() 2.0 T5 head armor [Random Unique] Arcane/Master While equipped: Stats +1 Str +4 Dex +5 Cun +5 Con dps ---------- Dmg.mod +9% mind +9% acid Apr +7 ----- def ----- Armour +5 Fatigue +5% Resists +9% blight +14% darkness Phys.save +11 (+0 eff.) Spell.save +15 (+0 eff.) Mind.save +25 (+3 eff.) ---------- misc Equi/ret +0.08 Psi/ret +0.20 Circle of Sanctity: (Instant) Puts all charms on 18 cooldown Level 2.0 Pwr.cost 18 out of 30/30. 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 5 turns. A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +13 Str +17 Wil +5 Cun dps ---------- Phys.pwr +12 (+1 eff.) Mind.pwr +6 (+0 eff.) Dmg.mod +15% mind Res.pen +10% blight Melee Ret 8 blight ----- def ----- Armour +5 Fatigue +5% Resists +12% light +15% physical Phys.save +44 (+0 eff.) Spell.save +30 (+0 eff.) Mind.save +15 (+2 eff.) Cut- +10% Teleport- +10% ---------- misc Light +2 A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +10 Mag +7 Wil +19 Cun dps ---------- Spell.pwr +6 (+1 eff.) S.pwr/crit +4 Dmg.mod +9% fire Res.pen +15% lightning +30% fire On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Defense +3 (+1 eff.) Mind.save +30 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Res.pen +10% lightning Melee Ret 4 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +1 Fatigue +1% Resists +15% lightning +6% temporal A hat made of leather. Very stylish. |
![]() 3.0 T5 head armor [Random Unique] Master While equipped: Stats +10 Str +4 Dex +13 Wil +5 Cun dps ---------- Dmg.mod +6% nature Apr +8 Melee Ret 8 darkness 8 mind ----- def ----- Armour +5 Fatigue +5% Resists +15% blight +9% darkness Mind.save +19 (+2 eff.) Max.HP +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T5 heavy armor [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck ----- def ----- Armour +14 Defense +10 (+2 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% fire +20% cold +20% acid Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
![]() 14.0 T5 heavy armor [Random Unique] Nature/Master While equipped: Stats +6 Str +5 Wil +7 Con dps ---------- Dmg.mod +15% mind +12% fire Melee Ret 10 light On Hit (Melee): * 20 arcane resource burn * Slows global speed by 15% ----- def ----- Armour +20 Defense +5 (+1 eff.) Fatigue +16% Resists +13% acid +11% physical +30% darkness +25% lightning +32% blight +13% fire +5% arcane +13% cold Spell.save +6 (+0 eff.) Max.HP +99.00 ---------- misc Light +2 A suit of armour made of mail. |
![]() 14.0 T1 heavy armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% darkness +9% lightning Melee Ret 11 physical On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +3% darkness +3% lightning A suit of armour made of mail. |
![]() 14.0 T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+2 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 30 out of 80/80. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Spit a cloud of flames, doing 245.06 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() 14.0 T5 heavy armor [Random Unique] Disrupt/Master While equipped: Stats +17 Str +4 Dex +9 Con dps ---------- On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +16% Resists +19% blight +15% physical +32% nature +18% darkness D.Red.from +13% Unnatural Spell.save +6 (+0 eff.) Max.HP +100.00 Knockbk- +5% Teleport- +20% ---------- misc Light +2 Track: Puts all charms on 18 cooldown Level 2.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 41 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 9.0 T5 light armor [Random Unique] Arcane/Psionic While equipped: Stats +8 Str +16 Mag +18 Wil +14 Cun +2 Con dps ---------- Phys.crit +10.0% Spell.crit +9% Mind.crit +9% Phys.pwr +25 (+2 eff.) Spell.pwr +29 (+4 eff.) Mind.pwr +25 (+3 eff.) Res.pen +10% arcane Melee Ret 4 blight ----- def ----- Armour +18 Defense +20 (+4 eff.) Fatigue +8% Resists +20% lightning +9% fire Mind.save +45 (+5 eff.) ---------- misc Mana/s.crit +1.00 Telepathy Humanoid/Orc A suit of armour made of leather. |
![]() 9.0 T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Mag +5 Cun dps ---------- Crit.mult +20.00% Spell.pwr +10 (+1 eff.) Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+4 eff.) Resists +30% temporal +30% darkness +30% cold Stealth +10 ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Shades +0.10 Cunning/Stealth Turn yourself invisible (power 50, based on Cunning and Magic) for 10 turns. Uses 30 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
![]() 9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Armour +1 Defense +10 (+2 eff.) Fatigue +2% Poison- +30% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 11 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 279.59 to 838.77 lightning damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() 9.0 T5 light armor [Unique] Arcane/Master With a better grip it would be the destroyer of your enemies. While equipped: Stats +3 Cun +9 Mag dps ---------- Spell.pwr +10 (+1 eff.) Melee+ 25 vim draining blight Melee Ret 25 vim draining blight ----- def ----- Phys.save +10 (+0 eff.) Spell.save +10 (+0 eff.) Mind.save +10 (+1 eff.) Disease- +100% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Sanguisuge +0.20 Corruption/Blood Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 87 Blood Grasp: Level 5.0 Pwr.cost 8 out of 12/12. Range 10 Travel.spd 2000% of base Is a spell Description: Project a bolt of corrupted blood, doing 941.59 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
![]() 9.0 T3 light armor [Unique] Steamtech While equipped: ----- def ----- Armour +7 Defense +6 (+2 eff.) Fatigue +7% Phys.save +15 (+0 eff.) ---------- misc Talents +1 Medical Urgency Vest This light leather armour features a special medical injector. |
![]() 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 (+3 eff.) Resists +20% fire +12% light -5% cold ---------- misc Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Level 4.0 Pwr.cost 8 out of 16/16. Range melee/personal Travel.spd instantaneous Is a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 810.25 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 [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Melee+ 10 acid 12 fire Dmg.mod +3% acid Melee Ret 9 acid 10 fire On Hit (Melee): * Slows global speed by 30% * 30% chance to corrode armour by 30% ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Resists +12% acid +15% fire +7% physical Phys.save +12 (+0 eff.) Max.HP +51.00 HP.reg +1.00 Heal.mod +10% A suit of armour made of leather. |
![]() 9.0 T5 light armor [Random Unique] Master/Psionic While equipped: Stats +3 Str +4 Dex +7 Wil +6 Cun +1 Con dps ---------- Mov.spd +20% Melee Ret 22 physical ----- def ----- Armour +8 Defense +21 (+5 eff.) Rng.Def +17 (+4 eff.) Fatigue +8% Resists +3% darkness +6% nature Spell.save +6 (+0 eff.) Mind.save +20 (+2 eff.) A suit of armour made of leather. |
![]() 9.0 T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con ----- def ----- Armour +7 Defense +6 (+2 eff.) Fatigue +7% Resists +35% nature Crit.dmg- 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
![]() 9.0 T4 light armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.crit +4.0% Phys.pwr +8 (+0 eff.) Dmg.mod +18% darkness Melee Ret 23 darkness On Hit (Melee): * Slows global speed by 34% ----- def ----- Armour +7 Defense +4 (+1 eff.) Fatigue +8% Resists +27% lightning Phys.save +9 (+0 eff.) ---------- misc Stam/turn +1.40 A suit of armour made of leather. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+3 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+3 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() 9.0 T4 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Cun +8 Wil dps ---------- Dmg.mod +9% nature Res.pen +10% nature +5% light Melee Ret 8 nature ----- def ----- Armour +7 Defense +4 (+1 eff.) Fatigue +8% Resists +18% light +9% physical Phys.save +22 (+0 eff.) Mind.save +22 (+2 eff.) Max.HP +45.00 HP.reg +12.60 Heal.mod +25% ---------- misc Light +3 A suit of armour made of leather. |
![]() 17.0 T5 massive armor [Unique] Arcane While equipped: Stats +10 Str +10 Con dps ---------- Phys.pwr +10 (+0 eff.) Melee Ret 30 physical ----- def ----- Armour +30 Fatigue +25% Resists +20% physical Phys.save +15 (+0 eff.) HP.reg +0.00 Blood Charges: 0 Drain blood from all creatures within range 5, causing them to bleed for 1187.28 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed. Uses 15 power out of 25/25 Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
![]() 17.0 T5 massive armor [Random Unique] Nature/Master While equipped: Stats +6 Str +6 Con dps ---------- Spell.crit +2% Dmg.mod +9% arcane ----- def ----- Armour +16 Defense +9 (+2 eff.) Fatigue +26% Resists +15% acid +12% physical +14% lightning +45% fire +6% arcane +13% cold Max.HP +60.00 Blind- +10% Disarm- +39% Stun/Frz- +57% Knockbk- +40% ---------- misc Telepathy Demon/Minor Demon/Major Cooldown Rush -5 A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor [Rare] Master While equipped: dps ---------- Dmg.mod +24% light +12% mind Res.pen +10% light +10% mind On Hit (Melee): * 30% chance to blind ----- def ----- Armour +11 Defense +5 (+1 eff.) Fatigue +24% Resists +24% lightning +12% light A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor [Random Unique] Nature/Master While equipped: Stats +10 Str +10 Con dps ---------- Dmg.mod +6% acid Res.pen +10% nature Melee Ret 20 physical On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +16 Defense +9 (+2 eff.) Fatigue +26% Resists +13% acid +8% physical +6% blight +15% fire +15% lightning +11% cold Spell.save +12 (+0 eff.) Max.HP +61.00 Disarm- +32% Stun/Frz- +39% Knockbk- +33% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor [Unique] Master While equipped: Stats +15 Con ----- def ----- Armour +50 Hardiness +15% Fatigue +35% Phys.save +45 (+0 eff.) Knockbk- +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% Slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns. Uses 15 power out of 25/25 This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
![]() 12.0 T2 massive armor [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con ----- def ----- Armour +12 Defense +4 (+1 eff.) Fatigue +14% Resists +18% cold +18% darkness +18% nature Heal.mod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
![]() 17.0 T5 massive armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Str +12 Wil +8 Cun +6 Con dps ---------- Dmg.mod +6% nature Phasing +10% Melee Ret 4 arcane ----- def ----- Armour +26 Defense +9 (+2 eff.) Fatigue +26% Resists +28% acid +26% physical +30% lightning +26% fire +15% nature +28% cold Mind.save +25 (+3 eff.) Disarm- +34% Stun/Frz- +40% Knockbk- +40% ---------- misc Max.vim +50.00 Cooldown Rush -5 A suit of armour made of metal plates. |
![]() 7.0 T5 shield armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Wil +6 Con dps ---------- Dmg.mod +3% arcane Melee Ret 20 blight On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Armour +12 Defense +12 (+3 eff.) Rng.Def +12 (+3 eff.) Fatigue +14% Resists +20% mind Phys.save +15 (+0 eff.) Spell.save +20 (+0 eff.) ---------- misc Wards +6 lightning +6 temporal +6 blight +5 fire +6 cold Talents +1 Ward +5 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor [Unique] Steamtech While equipped: ----- def ----- Armour +11 Defense +22 (+5 eff.) Fatigue +8% Phys.save +20 (+0 eff.) ---------- misc Talents +4 Block Knocks melee attackers away. Distance scales with damage incoming. The front plate of this shield vibrates at all times, covering some strange assembly you can't quite make sense of. |
![]() 7.0 T1 shield armor [Rare] Master While equipped: Stats +3 Str +5 Con ----- def ----- Armour +2 Defense +4 (+1 eff.) Rng.Def +4 (+1 eff.) Fatigue +6% Resists +17% lightning Phys.save +30 (+0 eff.) Confus- +10% ---------- misc Light +2 See.Invis +9 Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor [Rare] Arcane While equipped: Stats +4 Str dps ---------- Dmg.mod +15% nature Melee Ret 23 blight 24 fire ----- def ----- Armour +2 Defense +8 (+2 eff.) Rng.Def +8 (+2 eff.) Fatigue +12% Resists +12% mind +16% fire ---------- misc Talents +3 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor [Random Unique] Arcane/Master While equipped: Stats +4 Wil +9 Con dps ---------- Phys.crit +4.0% Crit.mult +6.00% Melee Ret 16 temporal ----- def ----- Armour +15 Defense +12 (+3 eff.) Rng.Def +12 (+3 eff.) Fatigue +10% Resists +30% cold +20% temporal Phys.save +13 (+0 eff.) ---------- misc Light +2 Talents +5 Block Time Shield: (Instant) Puts all charms on 18 cooldown Level 2.0 Pwr.cost 18 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (515) is absorbed, or the time runs out (7 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 44%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
![]() 7.0 T5 shield armor [Random Unique] Arcane/Master While equipped: Stats +5 Dex +6 Con dps ---------- Dmg.mod +12% temporal Melee Ret 16 temporal On Hit (Melee): * Slows global speed by 15% * 10% chance to gain 10% of a turn (3/turn limit) On Melee Ret: * 20% chance to daze at end of turn ----- def ----- Armour +13 Defense +25 (+5 eff.) Rng.Def +12 (+3 eff.) Fatigue +14% Resists +20% lightning Proj.evade +19% Phys.save +13 (+0 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Talents +5 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor [Unique] Master While equipped: Stats +10 Con ----- def ----- Armour +4 Defense +14 (+3 eff.) Rng.Def +14 (+3 eff.) Fatigue +19% Resists +25% blight HP.reg +5.00 ---------- misc Talents +5 Block Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
![]() 7.0 T5 shield armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+1 eff.) ----- def ----- Armour +4 Defense +8 (+2 eff.) Rng.Def +10 (+2 eff.) Fatigue +0% Resists +30% temporal Dmg.red +20 all Spell.save +20 (+0 eff.) Proj.slow +50% ---------- misc Talents +5 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
![]() 7.0 T5 shield armor [Unique] Arcane Glows brightly in the light of dawn. While equipped: ----- def ----- Armour +20 Defense +16 (+4 eff.) Rng.Def +17 (+4 eff.) Fatigue +14% Resists +30% blight +30% darkness Spell.save +19 (+0 eff.) ---------- misc Light +2 Talents +5 Block When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
![]() 7.0 T3 shield armor [Random Unique] Arcane While equipped: Stats +6 Con dps ---------- Melee Ret 8 fire 13 temporal On Melee Ret: * 24% chance to corrode armour by 30% ----- def ----- Armour +2 Defense +8 (+2 eff.) Rng.Def +8 (+2 eff.) Fatigue +12% Resists +25% acid +11% temporal Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Talents +3 Block Time Shield: (Instant) Puts all charms on 18 cooldown Level 4.0 Pwr.cost 18 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (687) is absorbed, or the time runs out (9 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 48%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
![]() 7.0 T5 shield armor [Random Unique] Nature/Master While equipped: Stats +3 Str +2 Cun +10 Con dps ---------- Melee+ 10 lightning Res.pen +30% darkness Melee Ret 25 lightning 12 nature ----- def ----- Armour +24 Hardiness +10% Defense +12 (+3 eff.) Rng.Def +12 (+3 eff.) Fatigue +10% Resists +19% physical Phys.save +15 (+0 eff.) ---------- misc Talents +5 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor [Random Unique] Arcane/Master While equipped: Stats +12 Str dps ---------- Melee Ret 80 fire ----- def ----- Armour +3 Defense +12 (+3 eff.) Rng.Def +12 (+3 eff.) Fatigue +14% Resists +30% lightning +34% fire +5% arcane +12% temporal Mind.save +39 (+4 eff.) Pinning- +10% ---------- misc Talents +5 Block Handheld deflection devices. |
![]() 3.0 T2 arrow ammo [Unique] Nature Power 161% Range: 1.4x Uses 90% Wil, 50% Mag, 70% Cun Dmg Physical Acc+ +0.2% crit / acc Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
![]() 3.0 T5 arrow ammo [Unique] Master Power 202% Range: 1.4x Uses 110% Wil, 50% Mag, 50% Cun Dmg Physical Acc+ +0.2% crit / acc Apr +20 Crit +8.0% Capacity 18 On Crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
![]() 3.0 T2 arrow ammo [Rare] Master Power 191% Range: 1.4x Uses 90% Wil, 70% Cun, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Apr +7 Crit +8.5% Capacity 13 Ranged+ +20 physical On Crit.r2 +12 mind Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Random Unique] Arcane/Master/Psionic Power 194% Range: 1.4x Uses 90% Wil, 70% Cun, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Acc +36 Apr +18 Crit +3.0% Capacity 21 Ranged+ +4 fire +45 darkness Against +30% Living On Hit.r1 +4 nature On Crit.r2 +8 temporal +12 fire On Hit: * 53% chance to gain 10% of a turn (3/turn limit) * Slows global speed by 20% * Random elemental explosion Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+0 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+0 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+0 eff.) Spell.save +8 (+0 eff.) Mind.save +8 (+1 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+0 eff.) Spell.save +8 (+0 eff.) Mind.save +8 (+1 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+0 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+0 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T5 digger tool [Random Unique] Arcane/Nature While equipped: Stats +4 Str +7 Mag +5 Cun +3 Con dps ---------- Spell.crit +10% Dmg.mod +10% nature Res.pen +10% nature ----- def ----- Resists +11% nature Crit.dmg- 17.00% ---------- misc Max.mana +57.00 Spell.cld 10% Telepathy Demon/Minor Demon/Major While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Random Unique] Nature/Master While equipped: Stats +6 Str dps ---------- Dmg.mod +7% nature Acc +8 (+2 eff.) Apr +11 ----- def ----- Resists +12% nature +9% darkness Affinity +15% darkness Die.at -60.00 life Heal.mod +15% ---------- misc Stam/turn +0.80 Infravis +5 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 16 cooldown Level 4.0 Pwr.cost 16 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 48 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 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 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 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 heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 45 power out of 75/75 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
![]() 1.0 T5 lite [Random Unique] Arcane/Psionic While equipped: Stats +7 Wil dps ---------- Dmg.mod +36% light +15% mind Res.pen +25% arcane +10% nature Melee Ret 12 light On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +29% darkness Affinity +10% light ---------- misc Light +14 Sun Flare: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 259.40 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 15 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 774.91 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 774.91 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 0.0 T5 lite [Random Unique] Arcane/Nature/Master While equipped: Stats +10 Wil +8 Mag dps ---------- Phys.crit +6.0% Crit.mult +17.00% Phys.pwr +10 (+0 eff.) Spell.pwr +13 (+2 eff.) Dmg.mod +9% blight ----- def ----- Spell.save +15 (+0 eff.) ---------- misc Mana/turn +0.20 Max.vim +20.00 Light +15 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (163 power, based on Willpower). Uses 6 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 1341.98 darkness damage (based on Mindpower and charge). Uses 6 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. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+1 eff.) ---------- misc Light +2 See.Stealth +5 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T5 lite [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +15% darkness +9% acid Res.pen +15% acid +15% arcane +14% all Apr +15 Melee Ret 12 mind ----- def ----- Resists +6% acid +10% temporal +15% light +10% cold Affinity +5% darkness Def/telep +29 Res/telep +30% Dur/telep +40% ---------- misc Mana/s.crit +1.00 Vim/s.crit +1.00 Light +6 Infravis +5 Moonlight Ray: Puts all charms on 5 cooldown Level 4.0 Pwr.cost 5 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 878.20 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T4 shot ammo [Rare] Psionic Power 187% Range: 1.2x Uses 40% Wil, 50% Mag, 120% Cun Dmg Light Acc+ +0.1% dam / acc Apr +5 Crit +5.5% Capacity 19 Rld cld 6 Ranged+ +24 nature +20 mind On Hit.r1 +20 nature +16 mind On Crit.r2 +16 mind +12 light On Hit: * 26% chance to cause random gloom * Slows global speed by 40% * 53% chance to blind Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Random Unique] Arcane/Master Power 195% Range: 1.2x Uses 40% Wil, 50% Mag, 120% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +6 Crit +37.0% Capacity 22 Ranged+ +12 lightning +4 blight +8 fire +4 arcane On Hit.r1 +8 fire On Crit.r2 +8 fire On Hit: * 45% chance to daze at end of turn * Random elemental explosion On Crit: * cripple the target Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo [Unique] Nature/Steamtech Power 165% Range: 1.2x Uses 40% Wil, 50% Mag, 120% Cun Dmg Nature Acc+ +0.1% dam / acc Apr +8 Crit +2.0% Capacity 20 On Crit: * bursts into an cloud of spydric poison, pinning those inside (with a 10 turn cooldown) Ready to trigger! A dedicated technician seems to have built pockets of spider venom into these rounds. It's not clear how happy the spiders were about this. |
![]() 1.0 T3 skull tool [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+1 eff.) Melee Ret 12 darkness Raise one or two undead rats to fight beside you. Uses 42 power out of 70/70 This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% temporal Res.pen +25% temporal Melee Ret 8 darkness 16 temporal On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +23% darkness Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Talents +4 Telekinetic Blast Absorb and nullify at most 3 detrimental mental status effects in the next 10 turns Puts all charms on 6 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: Stats +5 Cun +3 Mag dps ---------- Res.pen +15% lightning ----- def ----- Fatigue -6% Resists +6% acid Crit.dmg- 10.00% Spell.save +12 (+0 eff.) ---------- misc Wards +3 physical +5 mind +5 darkness Telepathy Demon/Minor Demon/Major Talents +1 Ward +4 Silence Cooldown Silence -1 Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 155 for 7 turns Puts all charms on 12 cooldown 100% to regenerate 11 psi. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% light Res.pen +10% light +10% mind Melee Ret 16 mind ----- def ----- Resists +5% arcane ---------- misc Light +3 Wards +5 acid +5 nature +5 light Talents +1 Ward +5 Lay Web Cooldown Lay Web -1 Remove up to 5 poisons or diseases from a target within range 10 (based on Willpower) Puts all charms on 6 cooldown 100% to regenerate 14 stamina. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+1 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 6 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 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 T1 wand charm [Rare] Arcane While equipped: Stats +1 Wil dps ---------- Apr +2 ----- def ----- Max.HP +20.00 Heal.mod +5% Reveal the area around you, dispelling darkness (radius 9, power 88 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 4 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+0 eff.) Spell.save +10 (+0 eff.) Mind.save +10 (+1 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+0 eff.) Spell.save +10 (+0 eff.) Mind.save +10 (+1 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Trish the Ogre Adventurer level 31
49th Dusk 122nd year of Ascendancy at 21:42 see stats
By Trish the Ogre Adventurer level 22
11st Dusk 122nd year of Ascendancy at 19:19 see stats
By Trish the Ogre Adventurer level 45
80th Haze 122nd year of Ascendancy at 03:30 see stats
By Trish the Ogre Adventurer level 22
20th Dusk 122nd year of Ascendancy at 20:55 see stats
By Trish the Ogre Adventurer level 47
7th Decay 122nd year of Ascendancy at 00:23 see stats
By Trish the Ogre Adventurer level 44
77th Haze 122nd year of Ascendancy at 05:21 see stats
By Trish the Ogre Adventurer level 35
10th Haze 122nd year of Ascendancy at 23:11 see stats
By Trish the Ogre Adventurer level 12
7th Flare 122nd year of Ascendancy at 04:33 see stats
By Trish the Ogre Adventurer level 40
37th Haze 122nd year of Ascendancy at 19:20 see stats
By Trish the Ogre Adventurer level 33
6th Haze 122nd year of Ascendancy at 13:36 see stats
By Trish the Ogre Adventurer level 46
6th Decay 122nd year of Ascendancy at 17:06 see stats
By Trish the Ogre Adventurer level 37
29th Haze 122nd year of Ascendancy at 19:43 see stats
By Trish the Ogre Adventurer level 40
43rd Haze 122nd year of Ascendancy at 07:58 see stats
By Trish the Ogre Adventurer level 35
12nd Haze 122nd year of Ascendancy at 06:31 see stats
By Trish the Ogre Adventurer level 20
11st Dusk 122nd year of Ascendancy at 05:09 see stats
By Trish the Ogre Adventurer level 10
3rd Flare 122nd year of Ascendancy at 23:54 see stats
By Trish the Ogre Adventurer level 20
11st Dusk 122nd year of Ascendancy at 02:47 see stats
By Trish the Ogre Adventurer level 30
40th Dusk 122nd year of Ascendancy at 11:23 see stats
By Trish the Ogre Adventurer level 40
37th Haze 122nd year of Ascendancy at 14:38 see stats
By Trish the Ogre Adventurer level 34
9th Haze 122nd year of Ascendancy at 19:23 see stats
By Trish the Ogre Adventurer level 35
12nd Haze 122nd year of Ascendancy at 07:14 see stats
By Trish the Ogre Adventurer level 29
40th Dusk 122nd year of Ascendancy at 09:53 see stats
By Trish the Ogre Adventurer level 34
9th Haze 122nd year of Ascendancy at 22:50 see stats
By Trish the Ogre Adventurer level 31
78th Dusk 122nd year of Ascendancy at 15:06 see stats
By Trish the Ogre Adventurer level 31
40th Dusk 122nd year of Ascendancy at 17:08 see stats
By Trish the Ogre Adventurer level 20
11st Dusk 122nd year of Ascendancy at 05:06 see stats
By Trish the Ogre Adventurer level 13
10th Dusk 122nd year of Ascendancy at 10:42 see stats
By Trish the Ogre Adventurer level 44
77th Haze 122nd year of Ascendancy at 05:50 see stats
By Trish the Ogre Adventurer level 34
8th Haze 122nd year of Ascendancy at 11:15 see stats
By Trish the Ogre Adventurer level 34
7th Haze 122nd year of Ascendancy at 07:11 see stats
By Trish the Ogre Adventurer level 40
43rd Haze 122nd year of Ascendancy at 07:58 see stats
By Trish the Ogre Adventurer level 39
37th Haze 122nd year of Ascendancy at 03:16 see stats
By Trish the Ogre Adventurer level 23
35th Dusk 122nd year of Ascendancy at 09:45 see stats
By Trish the Ogre Adventurer level 5
7th Mirth 122nd year of Ascendancy at 21:38 see stats
By Trish the Ogre Adventurer level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Trish the Ogre Adventurer level 20
11st Dusk 122nd year of Ascendancy at 05:13 see stats
Log
Trish deactivates Horrifying Blows.
Trish deactivates Chant of Fortress.
Trish deactivates Raze.
Trish deactivates Stealth.
Trish deactivates Blood Vengeance.
Trish deactivates Leeching Poison.
Trish deactivates Hymn Nocturnalist.
Trish deactivates Wildfire.
Trish deactivates Volatile Poison.
Trish deactivates Share the Pain.
Trish deactivates Quicken Spells.
Trish deactivates Gloom.
Trish deactivates Roll With It.
Trish deactivates Lacerating Strikes.
Trish deactivates Overkill.
Trish deactivates Augmentation.
Trish deactivates Hymn of Shadows.
Trish deactivates Eternal Suffering.
Trish deactivates Dreamforge.
Trish deactivates Bleak Outcome.
Trish deactivates Burning Wake.
Trish deactivates Flame of Urh'Rok.
Trish deactivates Mental Tyranny.
Trish deactivates Spellcraft.
Trish deactivates Forge Shield.
Trish deactivates Willful Tormenter.
Trish deactivates Abyssal Shield.
Trish deactivates Beyond the Flesh.