










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: Allow Respec Anywhere 1.2.3Experience 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! Alternate Zones Option 1.1.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. 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:
Extra Dungeons 1.4.8In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Items Vault 1.5.0Donators/Buyers bonus! (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.
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: 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
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. Post Effects fixes 1.5.5The addon improves gamefield view during different post effects Here is details about what been changed: 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. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: 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 Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. 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 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.
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 | Skeleton |
Class | Possessor |
Level / Exp | 50 / 5103% |
Size | big |
Lifes / Deaths | Killed by Doomed Shade of Shunga at level 50 on the 46th Haze 122nd year of Ascendancy at 18:21 / 2Killed by Doomed Shade of Shunga at level 50 on the 46th Haze 122nd year of Ascendancy at 20:39 |
Antimagic | Follower |
Primary Stats
Strength | 209.956 (base 60) |
Dexterity | 220.534 (base 60) |
Constitution | 185 (base 60) |
Magic | 173.882 (base 60) |
Willpower | 176 (base 60) |
Cunning | 191.724 (base 60) |
Resources
Equilibrium | 30 |
Vim | 1531/1531 |
Life | 326/1347 |
Stamina | 1897/1897 |
Psi | 652/2074 |
Healing Factor | 1.7394366197182 |
Regeneration | 196.57373239435 |
Speed
Mental | +263.2% |
Attack | +263.2% |
Movement | +391% |
Spell | +263.2% |
Global | +409.40722340722% |
Vision
Sight | 10 |
Lite | 16 |
Infravision | 11 |
See Stealth | 122.34313077238 |
See Invisible | 122.34313077238 |
Offense: Mainhand
Damage | 783 |
Accuracy | 159 |
Crit Chance | 39% |
APR | 137 |
Speed | 0.28 |
Offense: Spell
Spellpower | 65.5 |
Crit Chance | 30% |
Speed | 0.27533039647577 |
Cooldown Reduction | 95.55 |
Offense: Mind
Mindpower | 154 |
Crit Chance | 27% |
Speed | 0.27533039647577 |
Offense: Damage Bonus
Acid | +98% |
Blight | +98% |
Arcane | +104% |
Cold | +120% |
All | 0% |
Mind | +132% |
Lightning | +113% |
Light | +119% |
Temporal | +98% |
Physical | +98% |
Darkness | +132% |
Fire | +98% |
Nature | +101% |
Offense: Damage Penetration
Acid | +98% |
Blight | +108% |
Arcane | +128% |
Cold | +98% |
Lightning | +98% |
Darkness | +111% |
Light | +108% |
Temporal | +98% |
Physical | +98% |
Mind | +161% |
Fire | +98% |
Nature | +119% |
Defense: Base
Armour (hardiness) | 265.80326208454 (100%) |
Defense | 97 |
Ranged Defense | 97 |
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 | +128%(100%) |
Mind | +100%(100%) |
Lightning | +100%(100%) |
Light | +100%(100%) |
Temporal | +100%(100%) |
Physical | +100%(100%) |
Darkness | +100%(100%) |
Fire | +100%(100%) |
Nature | +100%(100%) |
Defense: Immunities
Pinning Resistance | 0% |
Fear Resistance | 90% |
Poison Resistance | 100% |
Blind Resistance | 18% |
Silence Resistance | 14% |
Bleed Resistance | 90% |
Teleport Resistance | 9% |
Disarm Resistance | 81% |
Stun Resistance | 72% |
Instadeath Resistance | 100% |
Knockback Resistance | 49% |
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 (28% 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: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Class Talents
Psionic / Possession | 10.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psionic menace | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Solipsism | 6.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Deep horror | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Battle psionics | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Body snatcher | 10.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psychic blows | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Undead / Skeleton | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Mindstar mastery | 4.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Ravenous mind | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Mentalism | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Call of the wild | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 7.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 8/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 2.00 |
| 5/5 |
| 8/5 |
| 5/5 |
| 5/5 |
Wild-gift / Antimagic | 7.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 4.10 |
| 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 |
Effects
talent | Mental Tyranny |
talent | Force Shield |
talent | Channel Pain |
talent | Lacerating Strikes |
talent | Antimagic Shield |
beneficial effect | All stats increased by 104. Pain Enhancement System |
detrimental effect | Reduces global action speed by 15%. Slow |
beneficial effect | All damage you do also trigget a manaburn for 15% of the damage done. Mana Clash |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+1% global speed). Clarity |
beneficial effect | The target's spellpower has been increased by 24. Spellsurge |
beneficial effect | The target is hunting creatures of type / sub-type: giant / giant with 0% effectiveness. Kills: 0 / 0 kills, Damage: +0% / +0%, Attack: +0 / +0, Stun: -- / 0.0%, Outmaneuver: 0.0% / 0.0% Predator |
beneficial effect | You gain 181% resistance against darkness. Resolve |
detrimental effect | The target is reeling from the aftershock of a destroyed possessed body, reducing damage by 60%, reducing movement speed by 50%. Possession Aftershock |
beneficial effect | Immune to physical effects. Spine of the World |
detrimental effect | The target is suffering from disabling wounds, reducing their critical strike chance by 119%. Scoundrel's Strategies |
detrimental effect | 6 stacks. Each stack deals 122.90 mind damage per turn. Psionic Disruption |
beneficial effect | Knows where you are! Hunter! |
beneficial effect | Mindpower (raw) increased by 23. Sadist |
beneficial effect | You use the body of one of your fallen victims. You can not heal in this form. Assume Form |
detrimental effect | The target is suffering from distracting wounds, and has a 3% chance to fail to use a talent and injure itself for 498 physical damage. Fumble |
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 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 successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you gained talent category Wild-gift / Call of the wild (at mastery 0.80). | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved mental save by +4. | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved spell save by +4. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Evasion (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Cunning by +1. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 |
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 AlchemistsMarus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed minotaur nose. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed warg claw. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
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
On feet | ![]() 3.0 T3 feet armor [Rare] Master While equipped: Stats +6 Mag +4 Wil +4 Cun +4 Con dps ---------- Spell.pwr +22 (+2 eff.) Dmg.mod +9% mind Res.pen +20% arcane Phasing +50% ----- def ----- Armour +4 Fatigue +3% Phys.save +19 (+0 eff.) Mind.save +19 (+2 eff.) ---------- misc Mana/turn +0.16 Max.mana +80.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T4 shot ammo [Rare] Psionic Power 154% Range: 1.2x Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +5 Crit +5.5% Capacity 22 Ranged+ +43 physical +8 blight +8 arcane On Hit.r1 +12 mind +20 blight On Hit: * 45% chance to disease * 45% chance to cause random gloom * 10% chance to knock the target back Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning ----- def ----- Armour +10 Resists +12% mind +9% lightning Phys.save +30 (+0 eff.) Blind- +20% Silence- +15% Stun/Frz- +10% Teleport- +10% Def/telep +20 Res/telep +20% Dur/telep +20% ---------- misc Light +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +9 Str +9 Dex +3 Mag +3 Cun +17 Lck dps ---------- Phys.crit +8.0% Spell.crit +7% Mind.crit +4% S.pwr/crit +8 Res.pen +10% blight +10% arcane ----- def ----- Armour +13 Defense +8 (+1 eff.) Fatigue +5% Resists +7% all Phys.save +14 (+0 eff.) Spell.save +20 (+0 eff.) ---------- misc Equi/ret +0.12 Max.psi +20.00 A cap made of leather. |
Tool | ![]() 2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Melee Ret 20 mind ----- def ----- Resists +12% mind +20% nature +5% arcane ---------- misc Talents +4 Silence Cooldown Silence -1 Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 93 for 7 turns Puts all charms on 7 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +2 Str +10 Dex +6 Wil +20 Cun +2 Con dps ---------- Mind.pwr +15 (+2 eff.) Res.pen +10% light Acc +13 (+1 eff.) Melee Ret 12 light ----- def ----- Fatigue -12% Phys.save +14 (+0 eff.) Spell.save +17 (+0 eff.) Mind.save +17 (+2 eff.) Rings can have magical properties. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Mag dps ---------- Dmg.mod +12% darkness Melee Ret 20 darkness On Hit (Melee): * 30% chance to blind * 30% chance to inflict 15% damage reduction ----- def ----- Resists +9% light HP.reg +2.20 Stun/Frz- +31% Rings can have magical properties. |
Around waist | ![]() 1.0 T1 belt armor [Ego++] Nature/Master While equipped: Stats +4 Str +4 Dex +4 Cun +3 Con +5 Lck dps ---------- Phys.pwr +6 (+0 eff.) ----- def ----- Phys.save +6 (+0 eff.) Stealth +6 ---------- misc T.Disarm +6 Infravis +4 Size +1 A belt that goes around your waist. |
In main hand | ![]() 3.0 T5 battleaxe 2H weapon [Random Unique] Nature/Master Power 169% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +8 lightning +27 temporal +28 nature On Crit: * wounds the target for 7 turns: 26 bleeding, 77% reduced healing While equipped: Stats +4 Str +2 Wil dps ---------- Phys.crit +16.0% Phys.pwr +19 (+1 eff.) Dmg.mod +6% lightning Res.pen +21% nature ----- def ----- Resists +14% all Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Infravis +3 Massive two-handed battleaxes. |
On hands | ![]() 1.0 T5 hands armor [Random Unique] Nature/Master While equipped: Stats +6 Con dps ---------- Melee+ 27 cold Dmg.mod +22% cold On Hit (Melee): * 15% chance to blind ----- def ----- Armour +3 Resists +12% light +20% cold Phys.save +30 (+0 eff.) Spell.save +10 (+0 eff.) Mind.save +10 (+1 eff.) Disarm- +50% ---------- misc Light +1 Unarmed combat: Power 131% Range: 1.1x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +5 Crit +5.0% Atk.spd 100% Melee+ +29 physical On Hit.r1 +12 nature +12 acid On Crit.r2 +29 ice +4 acid On Hit: 20% Ice Breath 5 On Hit: 10% Juggernaut 1 On Hit: * Slows global speed by 20% Juggernaut: (Instant) Puts all charms on 10 cooldown Level 3.0 Pwr.cost 10 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 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 17.0 T5 massive armor [Random Unique] Nature/Master While equipped: Stats +6 Str +2 Wil +6 Con dps ---------- Crit.mult +5.00% Spell.pwr +4 (+0 eff.) Dmg.mod +3% nature +6% arcane Melee Ret 8 nature ----- def ----- Armour +26 Defense +9 (+2 eff.) Fatigue +26% Resists +56% acid +27% physical +3% temporal +26% fire +28% cold +9% nature +27% lightning Spell.save +40 (+0 eff.) Disarm- +40% Stun/Frz- +39% Knockbk- +39% ---------- misc Mana/s.crit +3.00 Max.mana +60.00 Cooldown Rush -5 A suit of armour made of metal plates. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Mind.pwr +4 (+0 eff.) Dmg.mod +22% darkness +6% mind Res.pen +13% darkness ----- def ----- Defense +14 (+3 eff.) Resists +22% darkness Phys.save +25 (+0 eff.) Mind.save +10 (+1 eff.) Stealth +25 Die.at -50.00 life Poison- +5% Knockbk- +15% ---------- misc Hate/m.crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Disrupt While equipped: Stats +6 Cun dps ---------- Mind.pwr +10 (+1 eff.) Dmg.mod +9% mind +21% light Res.pen +33% mind Melee Ret 26 light ----- def ----- Resists +14% nature +14% blight Poison- +26% Disease- +26% ---------- misc Equi/ret +0.24 Light +4 Amulets can have magical properties. |
Inventory
![]() 0.1 T3 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 28% (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 1 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 969 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 tome scroll [Plot Item] Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% temporal Pinning- +21% Knockbk- +24% Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% nature +21% light Res.pen +10% lightning Melee Ret 12 nature 20 mind On Hit (Melee): * Slows global speed by 40% * 40% chance to daze at end of turn ----- def ----- Resists +6% lightning +33% light +18% darkness Blind- +24% Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: dps ---------- Mind.crit +3% ----- def ----- Crit.dmg- 20.00% Spell.save +52 (+0 eff.) Die.at -80.00 life Blind- +74% Disease- +30% Cut- +20% Stun/Frz- +35% ---------- misc Infravis +9 Sight +2 See.Invis +13 Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Con dps ---------- Phys.crit +3.0% Phys.pwr +4 (+0 eff.) Acc +4 (+0 eff.) Apr +5 Melee Ret 20 physical ----- def ----- Armour +10 Resists +9% acid HP.reg +3.50 Stun/Frz- +25% Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Cun ----- def ----- Armour +8 Resists +15% mind +12% cold Crit.dmg- 20.00% Mind.save +58 (+6 eff.) HP.reg +2.20 Stun/Frz- +31% Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +18% acid ----- def ----- Armour +10 Defense +10 (+2 eff.) Rng.Def +10 (+2 eff.) Resists +36% acid +6% blight Crit.dmg- 10.00% Blind- +10% Confus- +25% Stun/Frz- +15% Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats +8 Mag +7 Wil dps ---------- Spell.pwr +13 (+1 eff.) Mov.spd +22% Acc +12 (+1 eff.) ----- def ----- Defense +11 (+2 eff.) Blinding Speed: Puts all charms on 13 cooldown Level 2.0 Pwr.cost 13 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +21.00 Disarm- +20% Pinning- +20% Knockbk- +21% Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Dex dps ---------- Melee+ 26 light Ranged+ 26 light Acc +8 (+0 eff.) On Hit (Melee): * 15% chance to blind On Hit (Ranged): * 15% chance to blind Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% light +9% lightning Res.pen +20% light +25% lightning Melee Ret 12 light On Hit (Melee): * 40% chance to daze at end of turn ----- def ----- Resists +12% lightning +12% light +6% darkness Spell.save +40 (+0 eff.) HP.reg +3.90 Stun/Frz- +42% ---------- misc Light +3 Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Ego+] Nature While equipped: dps ---------- Dmg.mod +18% cold ----- def ----- Resists +13% blight +36% cold +10% nature Poison- +18% Disease- +26% Rings can have magical properties. |
![]() 3.0 T3 battleaxe 2H weapon [Rare] Psionic Power 137% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Melee+ +24 mind On Hit: * 35% chance to cause random gloom While equipped: Stats +7 Cun +7 Wil dps ---------- Spell.pwr +22 (+2 eff.) Dmg.mod +15% blight Res.pen +28% light Melee Ret 12 blight ----- def ----- Spell.save +30 (+0 eff.) ---------- misc Mana/turn +0.24 Max.mana +60.00 Massive two-handed battleaxes. |
![]() 3.0 T2 battleaxe 2H weapon [Rare] Nature Power 122% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +16 temporal +20 nature On Hit: * 40% chance to cause random gloom * 24% chance to daze at end of turn * 40% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +5 Str +3 Dex +5 Mag +5 Wil +5 Cun +5 Con dps ---------- Res.pen +13% lightning +20% mind ----- def ----- Resists +6% nature Massive two-handed battleaxes. |
![]() 3.0 T2 battleaxe 2H weapon [Rare] Psionic Power 125% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Lightning Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% On Hit.r1 +12 lightning On Crit.r2 +12 lightning On Hit: * 53% chance to cause random gloom * 20% chance to torment the target While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +43% mind +12% darkness ----- def ----- Resists +6% acid +15% cold +9% light +15% nature Massive two-handed battleaxes. |
![]() 3.0 T3 battleaxe 2H weapon [Unique] Master Power 164% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- Phys.save +9 (+0 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
![]() 3.0 T1 battleaxe 2H weapon [Rare] Arcane Power 104% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +1 Crit +4.5% Atk.spd 100% On Hit.r1 +4 light +7 fire On Hit: * 20% chance to blind While equipped: ----- def ----- Resists +5% arcane ---------- misc Light +3 Massive two-handed battleaxes. |
![]() 3.0 T2 battleaxe 2H weapon [Rare] Master Power 117% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% On Hit.r1 +8 nature +16 mind On Crit.r2 +28 nature On Hit: * 40% chance to cause random gloom While equipped: dps ---------- Phys.crit +13.0% Crit.mult +20.00% Dmg.mod +27% fire Apr +13 ----- def ----- Resists +9% nature Massive two-handed battleaxes. |
![]() 3.0 T3 battleaxe 2H weapon [Rare] Master Power 139% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Melee+ +12 temporal While equipped: dps ---------- Dmg.mod +16% physical Res.pen +13% physical Apr +16 ----- def ----- Armour +10 Defense +9 (+2 eff.) Rng.Def +9 (+2 eff.) Mind.save +30 (+3 eff.) Poison- +10% Stun/Frz- +25% Massive two-handed battleaxes. |
![]() 1.0 T1 dagger 1H weapon [Rare] Master Power 110% Range: 1.3x Uses 40% Wil, 45% Str, 50% Mag 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% On Hit.r1 +4 lightning While equipped: dps ---------- Dmg.mod +3% acid Res.pen +10% acid On Hit (Melee): * 30% chance to corrode armour by 30% Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Random Unique] Master/Psionic Power 161% Range: 1.3x Uses 40% Wil, 45% Str, 50% Mag 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +11.0% Atk.spd 100% Phasing +20% Melee+ +8 physical On Hit: * 20% chance to torment the target While equipped: Stats +4 Str dps ---------- Crit.mult +12.00% Spell.pwr +8 (+0 eff.) Dmg.mod +6% darkness +12% physical Res.pen +12% mind +12% darkness Acc +12 (+1 eff.) ----- def ----- Armour +8 ---------- misc Stam/ret +2.00 Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Rare] Nature Power 120% Range: 1.3x Uses 40% Wil, 45% Str, 50% Mag 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +20 mind On Hit.r1 +8 mind +8 nature On Crit.r2 +12 fire On Hit: * Slows global speed by 53% While equipped: Stats +5 Str dps ---------- Mind.crit +3% Crit.mult +20.00% All.spd +3% Res.pen +20% nature +9% fire ---------- misc Max.psi +40.00 Telepathy Dragon Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Unique] Arcane Power 152% Range: 1.3x Uses 40% Wil, 105% Mag, 35% Str 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 (+0 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 13 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 11.39 acid and 11.39 blight damage. If not cleared after five turns it will inflict 64.65 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 T1 dagger 1H weapon [Rare] Master Power 97% Range: 1.3x Uses 40% Wil, 45% Str, 50% Mag 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Acc +5 (+0 eff.) On Hit (Melee): * Slows global speed by 15% ----- def ----- Defense +5 (+1 eff.) Resists +6% darkness +3% light Disarm- +16% Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Unique] Psionic Power 144% Range: 1.3x Uses 40% Wil, 45% Str, 50% Mag 55% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +15.0% Atk.spd 100% On Hit: * deals physical damage equal to 3% of the target's missing health While equipped: Stats +6 Str +6 Dex dps ---------- Crit.mult +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
![]() 1.0 T2 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 40% Wil, 55% Dex, 50% Mag 35% Str 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 (+1 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Power 132% Range: 1.3x Uses 40% Wil, 45% Str, 55% Mag 55% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+0 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() 1.0 T2 dagger 1H weapon [Rare] Psionic Power 105% Range: 1.3x Uses 40% Wil, 45% Str, 50% Mag 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +20 fire +9 darkness Against +9% Living On Hit.r1 +8 light On Crit.r2 +16 light On Hit: * 40% chance to blind While equipped: ----- def ----- Resists +12% fire Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Rare] Disrupt Power 97% Range: 1.3x Uses 40% Wil, 45% Str, 50% Mag 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% On Hit: * 11 arcane resource burn * 53% chance to inflict 15% damage reduction While equipped: Stats +3 Str +5 Dex +4 Mag +13 Cun +5 Con dps ---------- Dmg.mod +15% darkness ----- def ----- Crit.dmg- 15.00% Sharp, short and deadly. |
![]() 12.0 T5 greatmaul 2H weapon [Unique] Arcane Power 205% Range: 1.5x Uses 40% Wil, 50% Mag, 140% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +22 Crit +10.0% Atk.spd 83% Dmg.conv 20% blight On Hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 221.73 to 665.18 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 597.86 to 1195.71 physical damage (based on Strength) to each. Uses 16 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] Arcane Power 178% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +25 Crit +3.0% Atk.spd 100% Phasing +70% Melee+ +40 cold On Hit: * Random elemental explosion While equipped: Stats +2 Mag dps ---------- Res.pen +24% acid +21% fire +24% lightning +19% cold ----- def ----- Armour +6 Resists +9% mind Spell.save +3 (+0 eff.) Poison- +10% Silence- +5% Confus- +15% Massive two-handed mauls. |
![]() 5.0 T2 greatmaul 2H weapon [Rare] Psionic Power 134% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Melee+ +19 mind On Hit: * 28% chance to cause random gloom While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.crit +5% Crit.mult +15.00% Mind.pwr +14 (+1 eff.) Dmg.mod +18% fire ----- def ----- Resists +15% mind Mind.save +40 (+4 eff.) ---------- misc Max.psi +30.00 Massive two-handed mauls. |
![]() 5.0 T1 greatmaul 2H weapon [Rare] Arcane Power 112% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +1 Crit +0.5% Atk.spd 100% On Hit.r1 +7 fire While equipped: Stats +1 Dex ---------- misc Mana/turn +0.16 Mana/s.crit +1.00 Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Random Unique] Nature/Master/Psionic Power 181% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Melee+ +27 nature +27 temporal On Hit: * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On Crit: * cripple the target While equipped: dps ---------- Phys.crit +21.0% Dmg.mod +9% mind Res.pen +10% temporal Melee Ret 12 mind ----- def ----- Defense +9 (+2 eff.) Rng.Def +9 (+2 eff.) Resists +3% light +6% fire Mind.save +6 (+0 eff.) Die.at -40.00 life Pinning- +10% Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Random Unique] Arcane/Master Power 178% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Melee+ +8 acid +28 light Against +42% Undead On Hit: * 40% chance to corrode armour by 30% While equipped: Stats +10 Str dps ---------- Dmg.mod +3% acid +21% physical Res.pen +10% acid +25% temporal +21% physical Acc +40 (+4 eff.) Apr +21 On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) * 30% chance to corrode armour by 30% ---------- misc Stam/ret +4.00 Massive two-handed mauls. |
![]() 5.0 T2 greatmaul 2H weapon [Unique] Nature/Disrupt Power 139% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +4.0% Atk.spd 100% Melee+ +20 nature +0 manaburn arcane On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con dps ---------- Dmg.mod +25% nature ----- def ----- Resists +0% arcane +0% blight Spell.save +15 (+0 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
![]() 5.0 T5 greatmaul 2H weapon [Random Unique] Nature/Disrupt/Master Power 183% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 111% Melee+ +8 mind Against +42% Unnatural On Crit.r2 +24 fire While equipped: Stats +3 Str +10 Dex +10 Wil dps ---------- Crit.mult +10.00% All.spd +3% Res.pen +15% mind +21% fire Acc +20 (+2 eff.) ---------- misc Psi/ret +0.32 Telepathy Humanoid/Orc Massive two-handed mauls. |
![]() 5.0 T4 greatmaul 2H weapon [Rare] Nature Power 167% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% Melee+ +70 insidious poison While equipped: dps ---------- Res.pen +15% blight ----- def ----- Armour +8 Defense +10 (+2 eff.) Rng.Def +10 (+2 eff.) Resists +18% lightning +5% arcane +6% nature Phys.save +30 (+0 eff.) ---------- misc Mana/turn +0.20 Mana/s.crit +3.00 Max.vim +20.00 Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Random Unique] Master/Psionic Power 176% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Melee+ +35 mind On Hit: * 49% chance to cause random gloom On Crit: * cripple the target While equipped: Stats +10 Str +10 Wil +10 Cun dps ---------- Phys.crit +21.0% Mind.crit +3% Dmg.mod +21% physical Acc +21 (+2 eff.) Melee Ret 16 lightning 20 blight ---------- misc Stam/ret +4.00 Hate/m.crit +2.00 Max.hate +6.00 Massive two-handed mauls. |
![]() 3.0 T5 greatsword 2H weapon [Random Unique] Nature/Disrupt/Master Power 174% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +59 insidious poison While equipped: dps ---------- Acc +12 (+1 eff.) ----- def ----- Defense +19 (+3 eff.) Resists +21% acid +19% fire +21% cold +5% arcane +20% lightning Crit.dmg- 5.00% Spell.save +20 (+0 eff.) Die.at -40.00 life Disarm- +55% Knockbk- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Random Unique] Nature/Master/Psionic Power 174% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Phasing +40% Melee+ +24 nature +28 temporal On Crit.r2 +4 arcane On Hit: * 20% chance to torment the target While equipped: Stats +1 Wil +1 Mag dps ---------- Phys.crit +21.0% Crit.mult +28.00% Dmg.mod +6% darkness Res.pen +19% mind +21% darkness Apr +16 Melee Ret 8 fire ----- def ----- Resists +6% arcane +12% fire Spell.save +3 (+0 eff.) Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Master Power 172% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +22 Crit +10.0% Atk.spd 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con ---------- misc Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 179% Range: 1.6x Uses 40% Wil, 115% Str, 50% Mag 20% Con Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 57 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 10 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 T4 greatsword 2H weapon [Rare] Master Power 158% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% On Hit.r1 +20 nature On Hit: * Slows global speed by 49% While equipped: dps ---------- Acc +19 (+2 eff.) On Hit (Melee): * Slows global speed by 37% ----- def ----- Armour +6 Defense +25 (+4 eff.) Rng.Def +6 (+1 eff.) Resists +6% blight Crit.dmg- 18.00% Disarm- +50% Stun/Frz- +20% Massive two-handed swords. |
![]() 12.0 T3 greatsword 2H weapon [Unique] Psionic Power 161% Range: 1.6x Uses 40% Wil, 50% Mag, 129% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
![]() 3.0 T2 greatsword 2H weapon [Rare] Master Power 125% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% On Crit.r2 +12 nature On Crit: * wounds the target for 7 turns: 26 bleeding, 77% reduced healing While equipped: dps ---------- Phys.crit +18.0% Phys.pwr +17 (+0 eff.) Dmg.mod +9% mind Res.pen +25% nature Acc +4 (+0 eff.) ----- def ----- Resists +6% mind +24% nature Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Rare] Master Power 150% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +16 mind On Crit.r2 +20 fire While equipped: Stats +5 Str +7 Mag +4 Wil +3 Cun dps ---------- Dmg.mod +16% physical Res.pen +16% physical Apr +13 ----- def ----- Crit.dmg- 10.00% ---------- misc Infravis +4 Telepathy Dragon Massive two-handed swords. |
![]() 3.0 T1 greatsword 2H weapon [Rare] Psionic Power 118% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% On Crit.r2 +20 nature On Hit: * Slows global speed by 53% * 25% chance to put talents on cooldown While equipped: dps ---------- Dmg.mod +6% nature Res.pen +20% physical Apr +4 Melee Ret 12 mind ----- def ----- Armour +6 Die.at -80.00 life HP.reg +1.00 ---------- misc Stam/turn +0.80 Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Random Unique] Arcane/Master Power 170% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +28 lightning On Crit.r2 +8 acid On Hit: * 25% chance for lightning to arc to a second target While equipped: Stats +7 Str dps ---------- Phys.crit +21.0% Crit.mult +28.00% Dmg.mod +21% physical Acc +21 (+2 eff.) Apr +21 ----- def ----- Resists +3% darkness +12% nature +6% arcane Spell.save +30 (+0 eff.) Disease- +20% Cut- +5% ---------- misc Stam/ret +4.00 Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Unique] Master Power 172% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +19 Crit +10.0% Atk.spd 100% Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con ----- def ----- D.Red.from +20% Living ---------- misc Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed weapons +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Nature Power 175% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +21 fire While equipped: dps ---------- All.spd +8% Res.pen +20% fire Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego++] Arcane/Psionic Power 175% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% 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 +14% acid +12% fire +12% lightning +14% cold Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego++] Master/Psionic Power 174% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% 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 +7 Con dps ---------- Phys.pwr +21 (+1 eff.) Res.pen +19% physical ----- def ----- Disarm- +46% Massive two-handed swords. |
![]() 4.0 T3 longbow 2H weapon Reqs Shoot [Unique] Arcane Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Atk.spd 125% Range +9 Proj.spd +400% On Hit: 100% Arcane Eye 4 While equipped: dps ---------- Ranged+ 25 arcane ---------- misc Light +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
![]() 3.0 T3 longsword 1H weapon [Unique] Arcane/Master Power 141% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str 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 10 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 45 acid damage in a 4 radius ball. This damage will increase by 32% 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 T5 longsword 1H weapon [Random Unique] Disrupt/Psionic Power 154% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +36 acid +15 nature +15 darkness Against +20% Living +30% Unnatural On Hit: * 40% chance to corrode armour by 30% * disrupts spell-casting * 25% chance to remove a magical effect While equipped: dps ---------- Dmg.mod +18% lightning Res.pen +15% acid Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon [Rare] Master Power 124% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +11 Cun +3 Mag dps ---------- Dmg.mod +12% fire +11% physical Res.pen +15% fire +11% physical Apr +11 ----- def ----- Resists +15% blight +18% acid Crit.dmg- 20.00% ---------- misc See.Invis +9 Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon [Unique] Arcane Power 150% Range: 1.4x Uses 40% Wil, 70% Mag, 90% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +10 Crit +8.0% Atk.spd 100% Dmg.conv 20% temporal On Hit: * inflicts bonus temporal damage and slows target While equipped: dps ---------- Dmg.mod +12% temporal +10% physical Rethread: Level 2.0 Pwr.cost 3 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Rethread the timeline, dealing 63.45 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 160% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str 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 (+2 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 T5 longsword 1H weapon [Unique] Arcane Power 149% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +10 Crit +10.0% Atk.spd 100% Melee+ +25 ice On Hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 118.19 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. While equipped: dps ---------- Dmg.mod +20% cold Melee Ret 40 ice ----- def ----- Resists +25% cold Ice.pen +35% No Winter Storm Active Precipitate ice walls (lasting 10 turns) within your Winter Storm's area. Uses 10 power out of 40/40 The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
![]() 3.0 T3 longsword 1H weapon [Rare] Psionic Power 124% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +12 darkness On Hit: * 53% chance to cause random gloom * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Dmg.mod +15% lightning Melee Ret 26 mind 8 darkness ----- def ----- Resists +21% blight +6% fire Spell.save +15 (+0 eff.) Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Ego++] Master Power 153% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 111% On Crit: * cripple the target While equipped: Stats +7 Dex dps ---------- Phys.crit +15.0% Acc +10 (+1 eff.) Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Random Unique] Arcane/Master Power 171% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Blight Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +27 lightning +4 blight On Hit: * 16% chance to inflict 15% damage reduction * 20% chance to curse the target * 25% chance for lightning to arc to a second target While equipped: dps ---------- Dmg.mod +12% blight On Hit (Melee): * 20% chance to disease ----- def ----- Resists +3% lightning Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Random Unique] Arcane/Master Power 152% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +8 temporal On Hit.r1 +16 fire On Hit: * 49% chance to cause random gloom On Crit: * wounds the target for 7 turns: 26 bleeding, 77% reduced healing While equipped: Stats +7 Con dps ---------- Phys.crit +15.0% Phys.pwr +26 (+1 eff.) Res.pen +15% physical ----- def ----- Armour +2 Defense +9 (+2 eff.) Rng.Def +9 (+2 eff.) Phys.save +12 (+0 eff.) Disarm- +29% Sharp, long, and deadly. |
![]() 3.0 T2 mace 1H weapon [Unique] Master Power 129% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion On Crit.r2 +20 physical While equipped: dps ---------- Acc +12 (+1 eff.) Battle Call: Level 2.0 Pwr.cost 7 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Call all foes in a radius of 4 around you into battle, getting them into melee range in an instant. An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
![]() 3.0 T3 mace 1H weapon [Unique] Nature/Disrupt Power 150% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +9.0% Atk.spd 100% Melee+ +10 silence +18 nature While equipped: dps ---------- Acc +6 (+0 eff.) ----- def ----- Resists +0% all Rush: Level 3.0 Pwr.cost 5 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze. Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature. |
![]() 3.0 T1 mace 1H weapon [Normal] Power 107% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic 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 Hit: * 20% chance to inflict 15% damage reduction While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+1 eff.) Dmg.mod +7% nature +6% mind +8% darkness Phasing +30% Melee Ret 10 darkness 8 arcane 9 mind On Hit (Melee): * 20% chance to disease ----- def ----- Resists +8% blight Spell.save +20 (+0 eff.) Mind.save +8 (+1 eff.) Disease- +25% ---------- misc Max.psi +50.00 Max.vim +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 T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 100% Range: 1.1x Uses 80% Wil, 50% Mag, 20% Cun Dmg Lightning Mastery Psiblades Acc uses Wil Apr +24 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +12 (+1 eff.) Dmg.mod +15% lightning Res.pen +9% lightning ----- def ----- Resists +15% lightning Mind.save +9 (+1 eff.) ---------- misc Max.psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Disrupt Power 124% Range: 1.1x Uses 100% Wil, 50% Mag, 20% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+2 eff.) Dmg.mod +20% nature +10% acid Res.pen +20% nature +10% acid ----- def ----- Resists +25% blight +15% nature ---------- misc Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Slime Wave: Level 3.0 Pwr.cost 10 out of 30/30. Range melee/personal Travel.spd instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 10, doing 105.38 slime damage for 18 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
![]() 3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic This psionic mindstar is wrathful to the hated. Power 84% Range: 1.1x Uses 75% Wil, 50% Mag, 15% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Phys.crit +7.0% Mind.crit +8% Mind.pwr +4 (+0 eff.) Dmg.mod +9% physical Apr +3 ----- def ----- Phys.save +9 (+0 eff.) ---------- misc Hate/m.crit +3.00 Psi/m.crit +3.00 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 85% Range: 1.1x Uses 75% Wil, 50% Mag, 15% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+0 eff.) ----- def ----- Resists +6% temporal +20% light +2% physical +5% arcane +6% nature Mind.save +6 (+0 eff.) ---------- misc Max.psi +26.00 See.Invis +15 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 84% Range: 1.1x Uses 75% Wil, 50% Mag, 15% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +20 lightning +12 nature While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+0 eff.) Dmg.mod +9% nature +21% light +6% darkness +6% mind Res.pen +33% light Melee Ret 6 darkness 16 nature 6 mind ----- def ----- Resists +9% lightning Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T1 mindstar 1H weapon [Unique] Nature Power 92% Range: 1.1x Uses 70% Wil, 50% Mag, 10% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+0 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 3 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 158.28 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
![]() 3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 85% Range: 1.1x Uses 75% Wil, 50% Mag, 15% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +5 Cun dps ---------- Mind.crit +2% Crit.mult +13.00% Mind.pwr +4 (+0 eff.) Dmg.mod +9% lightning Res.pen +20% lightning Melee Ret 26 light 8 lightning On Hit (Melee): * Slows global speed by 40% ----- def ----- Resists +24% nature +9% light ---------- misc Light +2 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon [Rare] Nature This natural venom should be returned to the wyrm. Power 106% Range: 1.1x Uses 85% Wil, 50% Mag, 25% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Crit.r2 +12 light On Hit: * Slows global speed by 45% While equipped: Stats +3 Wil dps ---------- Mind.crit +4% Crit.mult +10.00% Mind.pwr +12 (+1 eff.) Dmg.mod +17% acid Res.pen +17% acid Melee Ret 17 acid ----- def ----- Resists +16% acid +6% nature +9% light Mind.save +20 (+2 eff.) HP.reg +1.70 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic This psionic mindstar hates not to be wrathful. This mindstar will resonate with other psionic mindstars. Power 115% 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+ +8 blight +8 arcane On Hit.r1 +8 blight While equipped: Stats +7 Cun dps ---------- Mind.crit +8% Mind.pwr +10 (+1 eff.) Dmg.mod +9% blight +6% arcane +33% mind +25% darkness Res.pen +23% mind +15% darkness ----- def ----- Resists +10% mind Dmg.Resnn +22% Max.HP +50.00 HP.reg +2.00 ---------- misc Psi/ret +2.50 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic This honing mindstar will focus other psionic mindstars. 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 +5.0% Atk.spd 100% Melee+ +4 darkness On Hit.r1 +8 darkness On Hit: * 20% chance to inflict 15% damage reduction While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +5% Mind.pwr +19 (+2 eff.) Dmg.mod +4% physical Res.pen +25% fire +7% physical ----- def ----- Resists +14% lightning +2% physical +19% cold +18% fire ---------- misc Masteries +0.20 Psionic/Voracity +0.10 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 T1 mindstar 1H weapon [Normal] Nature Power 77% Range: 1.1x Uses 70% Wil, 50% Mag, 10% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T1 mindstar 1H weapon [Normal] Nature Power 72% Range: 1.1x Uses 70% Wil, 50% Mag, 10% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T1 mindstar 1H weapon [Normal] Nature Power 75% Range: 1.1x Uses 70% Wil, 50% Mag, 10% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon [Rare] Nature Power 108% Range: 1.1x Uses 85% Wil, 50% Mag, 25% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Hit.r1 +12 mind On Crit.r2 +8 mind While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Melee Ret 8 fire ----- def ----- Resists +7% physical Heal.mod +26% Heal/summ +47 Poison- +10% Silence- +30% Disarm- +20% Pinning- +15% Stun/Frz- +25% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon [Rare] Nature Power 107% Range: 1.1x Uses 85% Wil, 50% Mag, 25% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Hit.r1 +16 mind While equipped: dps ---------- Mind.crit +4% Mind.pwr +16 (+2 eff.) Dmg.mod +9% acid +9% light Res.pen +25% fire ----- def ----- Resists +15% light Mind.save +9 (+1 eff.) Heal/summ +30 ---------- misc Equi/ret +2.10 Max.psi +30.00 Light +4 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 85% Range: 1.1x Uses 75% Wil, 50% Mag, 15% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit.r1 +8 darkness While equipped: Stats +5 Cun dps ---------- Mind.crit +2% Crit.mult +13.00% Mind.pwr +4 (+0 eff.) ----- def ----- Resists +6% acid +15% blight +15% darkness +6% light Blind- +15% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T2 mindstar 1H weapon [Rare] Nature Power 82% Range: 1.1x Uses 75% Wil, 50% Mag, 15% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Crit.r2 +8 lightning On Hit: * 53% chance to daze at end of turn While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+0 eff.) Dmg.mod +6% acid +12% physical ----- def ----- Armour +8 Resists +15% nature Spell.save +30 (+0 eff.) Stun/Frz- +25% Knockbk- +15% Teleport- +15% ---------- misc Equi/ret +0.90 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T3 sling 1H weapon Reqs Shoot [Unique] Nature Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Atk.spd 125% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+2 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 3.0 Pwr.cost 3 out of 8/8. Range melee/personal Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 176% Range: 1.2x Uses 190% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +10 Atk.spd 100% Melee+ +10% confusion While equipped: dps ---------- Spell.crit +18% Spell.pwr +12 (+0 eff.) Dmg.mod +20% physical Acc +7 (+0 eff.) ---------- misc Masteries +0.20 Spell/Staff combat Channel Staff: Level 2.0 Pwr.cost 3 out of 20/20. Range 8 Travel.spd 2000% of base Is a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
![]() 5.0 T2 staff 2H weapon [Random Unique] Arcane/Nature Power 111% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +4 light While equipped: dps ---------- Spell.crit +9% Spell.pwr +6 (+0 eff.) Mind.pwr +10 (+1 eff.) Dmg.mod +15% arcane Melee Ret 8 mind On Hit (Melee): * 15% chance to blind ----- def ----- Defense +13 (+2 eff.) Mind.save +3 (+0 eff.) ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 2 cooldown Level 1.0 Pwr.cost 2 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 68.48 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane A true understanding of the arcane is needed to release its full power. Power 121% Range: 1.2x Uses 200% Mag, 40% Wil Dmg Arcane Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.pwr +20 (+2 eff.) Dmg.mod +20% arcane ---------- misc Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Level 3.0 Pwr.cost 7 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 121% Range: 1.2x Uses 200% Mag, 40% Wil Dmg Fire Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+0 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 1H weapon [Random Unique] Arcane/Nature/Master Power 137% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +9 Crit +5.0% Atk.spd 100% Melee+ +4 arcane On Hit: * 53% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +7 Con dps ---------- Spell.crit +14% Spell.pwr +35 (+2 eff.) Dmg.mod +30% lightning +6% arcane ----- def ----- Armour +2 Phys.save +6 (+0 eff.) Die.at -20.00 life HP.reg +2.00 Heal.mod +40% ---------- misc Max.stam +10.00 Talents +1 Command Staff Unleash an elemental blastwave, dealing 77.37 to 92.84 lightning damage in a radius 6 around the user Puts all charms on 4 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego] Arcane Power 144% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +16 (+1 eff.) Dmg.mod +35% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 waraxe 1H weapon [Unique] Nature/Master Power 141% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str 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 T2 waraxe 1H weapon [Rare] Master Power 121% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Light Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +24 light On Crit.r2 +20 light While equipped: dps ---------- Mind.crit +4% Mind.pwr +10 (+1 eff.) Res.pen +10% mind +15% darkness Melee Ret 12 mind ----- def ----- Resists +18% light ---------- misc Equi/ret +0.28 One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Nature/Master Power 166% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% On Crit.r2 +24 ice While equipped: dps ---------- Res.pen +13% cold Acc +17 (+1 eff.) Melee Ret 4 arcane ----- def ----- Armour +19 Defense +20 (+4 eff.) Rng.Def +6 (+1 eff.) Resists +1% physical Disarm- +39% One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Rare] Master Power 133% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% On Crit.r2 +8 physical While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +4 (+0 eff.) Dmg.mod +11% physical Res.pen +25% mind +11% physical Apr +8 Melee Ret 16 nature 20 mind On Hit (Melee): * Slows global speed by 40% ----- def ----- Phys.save +12 (+0 eff.) ---------- misc Max.stam +25.00 One-handed war axes. |
![]() 3.0 T1 waraxe 1H weapon [Rare] Nature Power 104% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Acid Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +8 temporal +8 nature +8 fire On Hit.r1 +8 mind +12 fire On Hit: * 53% chance to cause random gloom While equipped: dps ---------- Dmg.mod +9% acid +12% mind Res.pen +10% mind Melee Ret 16 mind On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +12% fire One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Rare] Master Power 135% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +20 acid On Hit.r1 +12 mind +12 acid While equipped: dps ---------- Phys.crit +13.0% Crit.mult +33.00% Mind.pwr +6 (+0 eff.) Apr +13 Melee Ret 26 acid 12 fire ----- def ----- Resists +15% acid ---------- misc Max.hate +8.00 Max.psi +67.00 One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Master Power 110% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Light Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +24 light On Crit: * cripple the target While equipped: Stats +3 Cun +3 Wil dps ---------- Phys.crit +9.0% Mind.pwr +12 (+1 eff.) Dmg.mod +15% light Res.pen +25% mind Melee Ret 20 light ----- def ----- Resists +9% mind Heal/summ +30 ---------- misc Max.hate +6.00 Light +3 One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Unique] Psionic Power 170% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Phys.bleed Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +16 Crit +7.0% Atk.spd 100% While equipped: Stats +4 Str +4 Dex dps ---------- Dmg.mod +10% physical ---------- misc See.Invis +5 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Psionic Power 105% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +20 mind On Crit.r2 +12 darkness On Hit: * Slows global speed by 53% * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Mind.crit +5% Res.pen +15% darkness On Hit (Melee): * 26 arcane resource burn ----- def ----- Resists +12% fire ---------- misc Equi/ret +0.12 One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Rare] Master Power 120% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +12 lightning On Hit.r1 +12 mind While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +11% physical Res.pen +30% lightning +11% physical Apr +10 ----- def ----- Resists +9% acid +9% fire +40% lightning Spell.save +15 (+0 eff.) ---------- misc Equi/ret +0.20 One-handed war axes. |
![]() 3.0 T1 waraxe 1H weapon [Rare] Psionic Power 101% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +5 darkness Against +5% Living On Hit.r1 +8 darkness While equipped: Stats +1 Cun dps ---------- On Hit (Melee): * 30% chance to inflict 15% damage reduction One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Master/Psionic Power 150% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 111% Melee+ +8 nature On Crit.r2 +16 nature On Hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +7 Dex dps ---------- Dmg.mod +9% fire +15% physical Res.pen +5% arcane +15% physical Acc +15 (+1 eff.) Apr +15 Melee Ret 4 nature 4 arcane ----- def ----- Resists +9% fire One-handed war axes. |
![]() 3.0 T3 whip 1H weapon [Unique] Nature Power 134% Range: 1.1x Uses 40% Wil, 50% Mag, 100% Dex Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +8 Crit +5.0% Atk.spd 125% Melee+ +22 poison +22 bleed On Hit: 10% Disarm 3 While equipped: dps ---------- Acc +10 (+1 eff.) ---------- misc See.Stealth +9 See.Invis +9 A long whip of linked metal joints finished with a viciously sharp barb leaking terrible venom. |
![]() 1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +10 Dex +8 Cun +7 Lck dps ---------- Phys.crit +9.0% Mind.crit +11% Spell.pwr +5 (+0 eff.) Dmg.mod +6% mind +6% lightning Res.pen +10% mind Melee Ret 20 lightning ----- def ----- Resists +3% lightning Mind.save +9 (+1 eff.) Stealth +9 ---------- misc T.Disarm +17 Infravis +4 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+0 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 8 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +2 (+0 eff.) ----- def ----- Resists +3% cold +9% fire Phys.save +6 (+0 eff.) Cut- +5% Stun/Frz- +5% A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +3 (+0 eff.) ----- def ----- Mind.save +6 (+0 eff.) A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Arcane While equipped: Stats +11 Mag +4 Wil dps ---------- Spell.crit +6% ---------- misc Mana/turn +0.60 Max.mana +60.00 A belt that goes around your waist. |
![]() 2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+0 eff.) ----- def ----- Defense +10 (+2 eff.) Resists +15% mind Phys.save +10 (+0 eff.) Spell.save +10 (+0 eff.) Mind.save +10 (+1 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.0 Pwr.cost 4 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 144 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +1 Wil dps ---------- Dmg.mod +12% mind +3% fire Melee Ret 4 fire ----- def ----- Defense +1 (+0 eff.) Resists +3% mind +3% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego++] Master/Psionic While equipped: Stats +1 Dex +2 Wil +4 Cun dps ---------- Mind.crit +5% Acc +4 (+0 eff.) Apr +4 ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego++] Nature/Master While equipped: Stats +1 Cun +1 Dex dps ---------- Acc +20 (+2 eff.) Apr +4 ----- def ----- Defense +1 (+0 eff.) Fatigue -5% Max.HP +45.00 ---------- misc Max.stam +11.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Phys.pwr +10 (+0 eff.) Spell.pwr +30 (+2 eff.) ----- def ----- Defense +6 (+1 eff.) Spell.save +25 (+0 eff.) Blind- +50% ---------- misc See.Invis +10 On Spell Hit: 5% Blood Grasp 3 On Spell Hit: 5% Soul Rot 3 On Spell Hit: 5% Bone Spear 3 A silk robe, darker than the darkest night sky, it radiates power. |
![]() 2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+1 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+2 eff.) Resists +25% nature Phys.save +15 (+0 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.10 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
![]() 2.0 T3 cloth armor [Rare] Master While equipped: Stats +4 Str dps ---------- Crit.mult +12.00% Dmg.mod +9% darkness +12% physical Apr +5 Melee Ret 12 darkness ----- def ----- Armour +12 Defense +15 (+3 eff.) Rng.Def +9 (+2 eff.) Phys.save +24 (+0 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +3 Wil +10 Con dps ---------- Dmg.mod +19% physical +20% nature +6% mind Res.pen +5% mind Melee Ret 12 fire On Hit (Melee): * 40% chance to inflict 15% damage reduction ----- def ----- Defense +5 (+1 eff.) Resists +12% lightning +19% physical +15% darkness +12% blight +21% fire +12% cold +11% light Crit.dmg- 5.00% Phys.save +20 (+0 eff.) Spell.save +31 (+0 eff.) Mind.save +20 (+2 eff.) Poison- +50% Disease- +49% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Normal] A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego++] Nature/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +9 (+1 eff.) Dmg.mod +17% mind Res.pen +17% mind ----- def ----- Defense +3 (+0 eff.) Resists +17% blight Max.HP +88.00 HP.reg +5.10 Heal.mod +26% ---------- misc Psi/turn +0.86 Max.psi +31.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +18% fire ----- def ----- Armour +5 Defense +3 (+0 eff.) Fatigue +6% Resists +20% cold ---------- misc Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 52 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. |
![]() 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 70% (based on Cunning). Uses 16 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +33% light +15% fire Melee Ret 12 light 16 fire On Hit (Melee): * 30% chance to blind ----- def ----- Armour +3 Defense +4 (+1 eff.) Rng.Def +4 (+1 eff.) Fatigue +2% Resists +9% fire ---------- misc Light +4 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T1 hands armor [Rare] Master While equipped: Stats +3 Con ----- def ----- Armour +5 Defense +12 (+2 eff.) Rng.Def +12 (+2 eff.) Resists +4% physical +9% mind +15% darkness Phys.save +40 (+0 eff.) Mind.save +7 (+0 eff.) Max.HP +48.00 Blind- +15% Teleport- +15% Unarmed combat: Power 114% Range: 1.4x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.1% dam / acc Acc +5 Apr +3 Crit +2.0% Atk.spd 83% On Hit: 10% Battle Shout 1 On Hit: * Slows global speed by 53% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T1 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +1% Mind.pwr +4 (+0 eff.) ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+0 eff.) Unarmed combat: Power 107% Range: 1.4x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 83% Melee+ +10 silence On Hit: 100% Destroy Magic 1 Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() 1.5 T3 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 11 nature Dmg.mod +8% nature +12% mind Res.pen +15% mind Melee Ret 12 fire ----- def ----- Armour +2 Resists +12% lightning +8% nature +6% mind Unarmed combat: Power 118% Range: 1.4x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +9 Crit +8.0% Atk.spd 83% Melee+ +8 mind +8 fire On Hit.r1 +8 lightning On Crit.r2 +11 nature +16 lightning On Hit: 10% Poison Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Unarmed combat: Power 117% Range: 1.1x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 50% fire On Hit: 10% Bellowing Roar 3 On Hit: 10% Fire Breath 2 Fire Breath: Level 2.0 Pwr.cost 8 out of 24/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 344.78 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
![]() 1.0 T5 hands armor [Random Unique] Nature While equipped: Stats +3 Cun dps ---------- Melee+ 15 lightning 11 cold Dmg.mod +8% lightning +8% cold Acc +6 (+0 eff.) Melee Ret 12 mind ----- def ----- Armour +3 Defense +9 (+2 eff.) Rng.Def +9 (+2 eff.) Resists +7% lightning +7% cold HP.reg +3.80 Heal/summ +30 ---------- misc Stam/turn +0.70 Psi/turn +0.30 Unarmed combat: Power 131% Range: 1.1x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +5 Crit +5.0% Atk.spd 100% On Crit.r2 +7 lightning +12 ice On Hit: 10% Ice Breath 5 On Hit: 10% Lightning Breath 5 On Hit: 10% Second Wind 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T3 hands armor [Rare] Master While equipped: Stats +2 Cun +5 Str dps ---------- Mind.crit +4% Crit.mult +15.00% Phys.pwr +14 (+0 eff.) Melee Ret 16 mind ----- def ----- Armour +2 Resists +15% fire ---------- misc Telepathy Humanoid/Orc Unarmed combat: Power 132% Range: 1.4x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +9 Crit +8.0% Atk.spd 83% Melee+ +16 fire On Hit.r1 +28 fire Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T3 hands armor [Rare] Master While equipped: Stats +4 Str +4 Wil +4 Con dps ---------- Dmg.mod +6% mind Melee Ret 23 nature 16 acid ----- def ----- Armour +2 Resists +17% mind Disarm- +38% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 119% Range: 1.4x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +9 Crit +8.0% Atk.spd 83% Melee+ +16 acid On Hit: 10% Disarm 3 On Hit: * 40% chance to cause random gloom * 46% chance to corrode armour by 30% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +4 (+0 eff.) S.pwr/crit +2 Dmg.mod +6% fire ----- def ----- Armour +1 Fatigue +1% Resists +6% blight +6% darkness Spell.save +6 (+0 eff.) Mind.save +6 (+0 eff.) ---------- misc Max.vim +30.00 Circle of Sanctity: (Instant) Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 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 cap made of leather. |
![]() 3.0 T4 head armor [Unique] Arcane While equipped: Stats +5 Mag +3 Wil +4 Cun dps ---------- Dmg.mod +20% blight Res.pen +10% blight Acc +10 (+1 eff.) ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +6% Resists +10% blight Disease- +40% ---------- misc See.Stealth +12 See.Invis +12 Masteries +0.10 Corruption/Vim Vimsense: Level 3.0 Pwr.cost 8 out of 32/32. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 6 turns, in a radius of 10. The evil touch will reduce their blight resistance by 28%, but also make them aware of you. The resistance reduction will improve with your Spellpower. This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
![]() 4.0 T3 head armor [Unique] Arcane While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +35% fire ----- def ----- Armour +0 Defense +13 (+2 eff.) Fatigue +4% Resists +35% fire Meteor Rain: Level 2.0 Pwr.cost 8 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 56.13 fire and 56.13 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. |
![]() 3.0 T3 head armor [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+0 eff.) ----- def ----- Armour +6 Defense +3 (+0 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Technique/Field control Indomitable: (Instant) Level 1.0 Pwr.cost 19 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
![]() 2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+1 eff.) Mind.save +12 (+1 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 4.0 Pwr.cost 11 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 11. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 5. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +10 Cun +5 Str dps ---------- Dmg.mod +15% temporal Acc +12 (+1 eff.) Melee Ret 8 blight 10 physical 16 temporal On Melee Ret: * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +13 Defense +11 (+2 eff.) Fatigue +5% Resists +2% physical Phys.save +22 (+0 eff.) ---------- misc Mana/turn +0.04 Skullcracker: Puts all charms on 7 cooldown Level 3.0 Pwr.cost 7 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1416.2 Physical damage. If the attack hits, the target is confused (48% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
![]() 3.0 T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +8% light ----- def ----- Armour +6 Fatigue +4% Blind- +30% Confus- +30% ---------- misc Light +1 Sun Flare: Level 3.0 Pwr.cost 10 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 43.38 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() 2.0 T3 head armor [Rare] Disrupt While equipped: Stats +2 Mag +3 Cun +3 Con ----- def ----- Armour +3 Fatigue +3% Resists +11% blight +9% cold +10% nature +18% lightning Spell.save +30 (+0 eff.) Mind.save +40 (+4 eff.) ---------- misc Max.psi +66.00 Infravis +3 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 (+1 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+2 eff.) Confus- +40% ---------- misc Psi/m.crit +6.00 Max.psi +50.00 Infravis +5 Reveal the surrounding area (range 20). Uses 10 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 T3 head armor [Rare] Nature While equipped: Stats +3 Cun +4 Dex dps ---------- Dmg.mod +6% temporal Melee Ret 12 temporal On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Fatigue -6% Resists +8% lightning +10% temporal ---------- misc See.Invis +24 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor [Random Unique] Master/Psionic While equipped: Stats +4 Str +4 Wil +5 Cun +4 Con dps ---------- Phys.pwr +6 (+0 eff.) Mind.pwr +5 (+0 eff.) Dmg.mod +12% darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +13 Defense +7 (+1 eff.) Fatigue +5% Resists +3% acid +4% all Phys.save +14 (+0 eff.) Spell.save +3 (+0 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Mag +1 Con dps ---------- Dmg.mod +11% acid ----- def ----- Defense +1 (+0 eff.) Fatigue -6% Resists +16% acid ---------- misc Telepathy Demon/Minor Demon/Major A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Psionic While equipped: Stats +7 Cun dps ---------- Res.pen +10% mind On Hit (Melee): * 23 arcane resource burn ----- def ----- Defense +2 (+0 eff.) Resists +21% lightning +6% light +15% cold +6% nature +6% darkness Spell.save +9 (+0 eff.) Mind.save +10 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Arcane While equipped: Stats +2 Con dps ---------- Phys.pwr +6 (+0 eff.) Dmg.mod +16% blight Acc +12 (+1 eff.) Apr +4 ----- def ----- Armour +12 Defense +2 (+0 eff.) Resists +16% blight +15% darkness A pointy cloth hat, very wizardly... |
![]() 3.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% darkness +18% fire Res.pen +33% fire Melee Ret 8 fire 12 darkness 16 mind On Hit (Melee): * 40% chance to corrode armour by 30% * 40% chance to inflict 15% damage reduction ----- def ----- Armour +5 Fatigue +5% Resists +6% darkness ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T1 heavy armor [Rare] Master While equipped: Stats +2 Cun +1 Wil dps ---------- Res.pen +5% mind ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +16% cold ---------- misc Infravis +2 A suit of armour made of mail. |
![]() 14.0 T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +0.50 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Bloodcasting: (Instant) Level 2.0 Pwr.cost 19 out of 60/60. Range 10 Travel.spd instantaneous Is a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
![]() 9.0 T5 light armor [Random Unique] Master/Psionic While equipped: Stats +10 Cun +6 Wil dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +18 Defense +20 (+4 eff.) Fatigue +8% Resists +6% temporal +9% blight +21% fire +3% nature +3% cold Mind.save +39 (+4 eff.) A suit of armour made of leather. |
![]() 9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+1 eff.) Rng.Def +4 (+1 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+0 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
![]() 9.0 T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con ----- def ----- Armour +7 Defense +6 (+1 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 T1 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning Melee Ret 4 acid 10 physical On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% A suit of armour made of leather. |
![]() 17.0 T3 massive armor [Random Unique] Master While equipped: dps ---------- Dmg.mod +12% lightning Melee Ret 24 physical ----- def ----- Armour +17 Defense +5 (+1 eff.) Fatigue +18% Resists +9% nature Phys.save +11 (+0 eff.) A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+2 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.chn- 20% Phys.save +15 (+0 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
![]() 17.0 T3 massive armor [Rare] Master While equipped: Stats +5 Str +5 Con dps ---------- Dmg.mod +30% light Res.pen +25% light ----- def ----- Armour +11 Defense +5 (+1 eff.) Fatigue +24% Resists +15% light Max.HP +61.00 ---------- misc Light +3 A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor [Rare] Master While equipped: Stats +9 Str +5 Mag dps ---------- Spell.pwr +8 (+0 eff.) Res.pen +15% light Phasing +30% On Hit (Melee): * 30% chance to blind ----- def ----- Armour +13 Defense +7 (+1 eff.) Fatigue +26% Resists +18% darkness +9% physical Spell.save +32 (+0 eff.) ---------- misc Max.mana +60.00 Max.vim +50.00 Light +2 Track: Puts all charms on 10 cooldown Level 4.0 Pwr.cost 10 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 66 for 7 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() 17.0 T1 massive armor [Rare] Arcane While equipped: Stats +2 Con dps ---------- Phys.pwr +6 (+0 eff.) Apr +1 ----- def ----- Armour +7 Defense +3 (+0 eff.) Fatigue +20% Resists +6% arcane Phys.save +3 (+0 eff.) Spell.save +10 (+0 eff.) ---------- misc Max.stam +5.00 A suit of armour made of metal plates. |
![]() 7.0 T4 shield armor [Rare] Arcane While equipped: dps ---------- Res.pen +15% acid ----- def ----- Armour +2 Defense +10 (+2 eff.) Rng.Def +10 (+2 eff.) Fatigue +14% Resists +13% light +13% darkness Crit.dmg- 17.00% Max.HP +30.00 Pinning- +20% ---------- misc Stam/turn +1.00 Talents +4 Block On block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
![]() 7.0 T5 shield armor [Random Unique] Arcane/Master While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +10 (+0 eff.) Mind.pwr +6 (+0 eff.) Res.pen +15% blight +30% temporal ----- def ----- Armour +3 Defense +12 (+2 eff.) Rng.Def +12 (+2 eff.) Fatigue +14% Resists +27% fire +14% light +15% darkness ---------- misc Psi/ret +0.04 Talents +5 Block On block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
![]() 7.0 T5 shield armor [Random Unique] Master/Psionic While equipped: Stats +2 Dex +2 Mag +6 Con dps ---------- Res.pen +28% nature ----- def ----- Armour +13 Defense +12 (+2 eff.) Rng.Def +12 (+2 eff.) Fatigue +14% Resists +39% mind Phys.save +13 (+0 eff.) ---------- misc Light +2 Infravis +3 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 T3 shield armor [Unique] Master While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+4 eff.) Rng.Def +10 (+2 eff.) Fatigue +30% ---------- misc Talents +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
![]() 7.0 T2 shield armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% nature Res.pen +10% fire Melee Ret 16 fire On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +10 Defense +6 (+1 eff.) Rng.Def +6 (+1 eff.) Fatigue +8% ---------- misc Talents +2 Block Handheld deflection devices. |
![]() 3.0 T5 arrow ammo [Random Unique] Arcane Power 186% Range: 1.4x Uses 40% Wil, 50% Str, 50% Mag 70% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +35 Crit +7.0% Capacity 43 Rld cld -6 Proj.spd +200% Ranged+ +27 blight +29 darkness +4 mind On Hit: * 20% chance to curse the target While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 arrow ammo [Ego+] Master Power 154% Range: 1.4x Uses 40% Wil, 70% Dex, 50% Mag 50% Str Dmg Physical Acc+ +0.2% crit / acc Apr +14 Crit +22.5% Capacity 21 On Crit: * cripple the target 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 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+0 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+0 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+0 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+0 eff.) 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 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 (+1 eff.) Phys.save +8 (+0 eff.) Spell.save +8 (+0 eff.) Mind.save +8 (+1 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+0 eff.) Spell.save +8 (+0 eff.) Mind.save +8 (+1 eff.) 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.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 lite [Rare] Psionic While equipped: dps ---------- Res.pen +10% physical ----- def ----- Resists +16% temporal +12% light +12% darkness Mind.save +11 (+1 eff.) Poison- +25% Pinning- +30% Teleport- +15% ---------- misc Stam/turn +0.40 Light +3 See.Stealth +17 See.Invis +17 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T5 lite [Ego++] Disrupt/Master While equipped: Stats +11 Cun ----- def ----- Resists +3% all Spell.save +15 (+0 eff.) ---------- misc Light -6 Infravis +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 3 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 135.67 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 4 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 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T4 torque charm [Rare] Psionic While equipped: ----- def ----- Armour +8 Resists +15% mind +9% cold Crit.dmg- 20.00% Die.at -40.00 life Poison- +15% Confus- +20% Stun/Frz- +10% Knockbk- +20% ---------- misc Talents +4 Telekinetic Blast Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 131 for 7 turns Puts all charms on 7 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Spell.crit +6% Dmg.mod +12% acid +15% darkness Res.pen +15% arcane On Hit (Melee): * 30% chance to corrode armour by 30% ---------- misc Mana/turn +0.16 Mana/s.crit +5.00 Talents +3 Telekinetic Blast Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 51 for 7 turns Puts all charms on 7 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% mind +15% lightning Res.pen +10% lightning +25% mind Melee Ret 12 lightning ----- def ----- Resists +12% mind Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 57 for 7 turns Puts all charms on 7 cooldown 100% to regenerate 4 psi. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: ----- def ----- Resists +9% lightning +3% darkness +6% light Crit.dmg- 5.00% Spell.save +3 (+0 eff.) Mind.save +6 (+0 eff.) Disease- +15% ---------- misc Wards +4 acid +4 nature +4 light Talents +1 Invoke Tentacle +4 Rushing Claws +1 Ward Cooldown Invoke Tentacle +5 Rushing Claws -1 Harden the skin for 7 turns increasing armour by 73 and armour hardiness by 70% Puts all charms on 7 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% ----- def ----- Resists +20% mind +6% arcane Phys.save +9 (+0 eff.) Die.at -100.00 life HP.reg +1.00 Poison- +10% Stun/Frz- +25% Harden the skin for 7 turns increasing armour by 44 and armour hardiness by 50% Puts all charms on 7 cooldown 100% to regenerate 8 equilibrium. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +15% light +15% fire Res.pen +25% fire On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +9% temporal ---------- misc Light +2 Fire a bolt of a random element with (base) damage 96 to 193 Puts all charms on 4 cooldown 100% to regenerate 4 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +10% darkness +5% acid ----- def ----- Resists +6% acid Fire a bolt of a random element with (base) damage 46 to 91 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 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 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 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 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 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Shunga the Ogre Possessor level 50
9th Haze 122nd year of Ascendancy at 05:18 see stats
By Shunga the Ogre Possessor level 50
57th Dusk 122nd year of Ascendancy at 22:23 see stats
By Shunga the Ogre Possessor level 14
4th Mirth 122nd year of Ascendancy at 22:48 see stats
By Shunga the Ogre Possessor level 41
10th Dusk 122nd year of Ascendancy at 18:10 see stats
By Shunga the Ogre Possessor level 50
38th Haze 122nd year of Ascendancy at 12:04 see stats
By Shunga the Skeleton Possessor level 50
46th Haze 122nd year of Ascendancy at 21:50 see stats
By Shunga the Ogre Possessor level 50
23rd Haze 122nd year of Ascendancy at 09:32 see stats
By Shunga the Ogre Possessor level 50
13rd Haze 122nd year of Ascendancy at 01:12 see stats
By Shunga the Ogre Possessor level 9
74th Pyre 122nd year of Ascendancy at 16:45 see stats
By Shunga the Ogre Possessor level 43
49th Dusk 122nd year of Ascendancy at 20:49 see stats
By Shunga the Ogre Possessor level 27
5th Dusk 122nd year of Ascendancy at 23:21 see stats
By Shunga the Ogre Possessor level 50
23rd Haze 122nd year of Ascendancy at 09:57 see stats
By Shunga the Ogre Possessor level 10
74th Pyre 122nd year of Ascendancy at 17:29 see stats
By Shunga the Ogre Possessor level 20
5th Dusk 122nd year of Ascendancy at 20:03 see stats
By Shunga the Ogre Possessor level 30
10th Dusk 122nd year of Ascendancy at 05:32 see stats
By Shunga the Ogre Possessor level 40
10th Dusk 122nd year of Ascendancy at 13:20 see stats
By Shunga the Ogre Possessor level 50
57th Dusk 122nd year of Ascendancy at 04:12 see stats
By Shunga the Ogre Possessor level 42
34th Dusk 122nd year of Ascendancy at 00:57 see stats
By Shunga the Ogre Possessor level 42
26th Dusk 122nd year of Ascendancy at 07:21 see stats
By Shunga the Ogre Possessor level 28
6th Dusk 122nd year of Ascendancy at 08:10 see stats
By Shunga the Ogre Possessor level 33
10th Dusk 122nd year of Ascendancy at 06:40 see stats
By Shunga the Ogre Possessor level 27
5th Dusk 122nd year of Ascendancy at 23:09 see stats
By Shunga the Ogre Possessor level 50
13rd Haze 122nd year of Ascendancy at 01:43 see stats
By Shunga the Ogre Possessor level 43
35th Dusk 122nd year of Ascendancy at 06:51 see stats
By Shunga the Ogre Possessor level 50
23rd Haze 122nd year of Ascendancy at 09:59 see stats
By Shunga the Ogre Possessor level 33
10th Dusk 122nd year of Ascendancy at 06:40 see stats
By Shunga the Ogre Possessor level 4
74th Pyre 122nd year of Ascendancy at 13:06 see stats
By Shunga the Ogre Possessor level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Shunga the Ogre Possessor level 41
10th Dusk 122nd year of Ascendancy at 18:49 see stats
By Shunga the Skeleton Possessor level 50
46th Haze 122nd year of Ascendancy at 20:39 see stats
By Shunga the Ogre Possessor level 50
57th Dusk 122nd year of Ascendancy at 12:16 see stats
Log
Shunga speeds up.
Shunga is no longer attuned.
Shunga deactivates Channel Pain.
Shunga is no longer surging arcane power.
Shunga is no longer toxic to arcane users.
Shunga deactivates Lacerating Strikes.
Shunga deactivates Mental Tyranny.
Shunga no longer tormented by psionic energies.
Shunga no longer feels strong.
Shunga deactivates Force Shield.
Shunga is less impervious to physical effects.
Shunga is no longer empowered.
Shunga deactivates Antimagic Shield.