











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | QuickTome: Remove Stat Requirements 1.4.8 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. 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:
Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. 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
Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. 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. Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Experience Controller 1.4.8
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon 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.
QuickTome: Improved Recall 1.4.8Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Angelus Errare 1.4.6Increases the chance for special farportal events after winning the game. Eases access to the eidolon plane for roguelike winners. Nyles GOD Mode 1.4.8Nyles GOD Mode is an addon that prevents you from being killed. Sort of. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. It works this way (there are two different modes inside):- When activated, start a New Game. - You will find under game options > gameplay, a new setting that lets you toggle godmode on or off. - You can change this setting any time at any place in the game. Upon spotting an enemy, you will be granted a huge amount of life and regen as well a an incredible amount of resistances. When all the enemies are killed, you stats will be reverted back to normal. Update v2.0.1
Update v2.0.0
Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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. Items Vault 1.5.0Donators/Buyers bonus! Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Post Effects fixes 1.5.5The addon improves gamefield view during different post effects Here is details about what been changed: Restart Sustains 1.0.5Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Yeeks can survive a win 1.4.8With this, the die-or-die situation is Possessor Bonus Class 1.5.4Donators/Buyers bonus! More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. 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. Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: 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. Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Yeek |
Class | Alchemist |
Level / Exp | 50 / 3393% |
Size | medium |
Lifes / Deaths | Killed by Furby at level 50 on the 73rd Regrowth 123rd year of Ascendancy at 16:34 / 1 |
Primary Stats
Strength | 101 (base 60) |
Dexterity | 135 (base 60) |
Constitution | 136 (base 60) |
Magic | 159 (base 60) |
Willpower | 130 (base 60) |
Cunning | 142 (base 60) |
Resources
Mana | 724/2253 |
Equilibrium | 0 |
Life | 23454/23454 |
Positive | 866/1432 |
Paradox | 300 |
Steam | 50/225 |
Healing Factor | 1.9376470588236 |
Regeneration | 230.21184705883 |
Speed
Mental | +263.2% |
Attack | +263.2% |
Movement | +451% |
Spell | +263.2% |
Global | +628.32210898131% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 18 |
See Stealth | 149.58825128542 |
See Invisible | 178.58825128542 |
ESP Range | 10 |
ESP Kinds | demon/major, animal/canine, demon/minor |
Offense: Mainhand
Damage | 1032 |
Accuracy | 93 |
Crit Chance | 123% |
APR | 161 |
Speed | 0.28 |
Offense: Spell
Spellpower | 143 |
Crit Chance | 100% |
Speed | 0.27533039647577 |
Cooldown Reduction | 95.55 |
Offense: Mind
Mindpower | 136 |
Crit Chance | 100% |
Speed | 0.27533039647577 |
Offense: Damage Bonus
Acid | +231% |
Blight | +214% |
Arcane | +237% |
Cold | +198% |
All | +100% |
Mind | +207% |
Lightning | +369% |
Light | +204% |
Temporal | +204% |
Physical | +204% |
Darkness | +219% |
Fire | +213% |
Nature | +216% |
Offense: Damage Penetration
Acid | +118% |
Blight | +98% |
Arcane | +98% |
Cold | +98% |
All | 0% |
Mind | +98% |
Lightning | +163% |
Light | +108% |
Temporal | +98% |
Physical | +98% |
Darkness | +118% |
Fire | +113% |
Nature | +108% |
Defense: Base
Armour (hardiness) | 181.7 (100%) |
Defense | 114 |
Ranged Defense | 117 |
Fatigue | 13 |
Physical Save | 174 |
Spell Save | 176 |
Mental Save | 208 |
Defense: Resistances
Acid | +100%(100%) |
Blight | +100%(100%) |
Arcane | +100%(100%) |
Cold | +100%(100%) |
All | +186%(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
Instadeath Resistance | 100% |
Silence Resistance | 98% |
Poison Resistance | 0% |
Confusion Resistance | 100% |
Inscriptions (3/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 2 Travel Speed: instantaneous Usage Speed: Spell (28% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Fire alchemy | 5.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Frost alchemy | 5.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Energy alchemy | 5.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Explosive admixtures | 5.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Acid alchemy | 5.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Golemancy | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Advanced-golemancy | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 5.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Chronomancy | 6.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Light | 6.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Physics | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Chemistry | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone alchemy | 5.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 6.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Staff combat | 26.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Yeek | 39.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Roll With It |
talent | Range Amplification Device |
beneficial effect | All stats increased by 50. Pain Enhancement System |
beneficial effect | The target's spellpower has been increased by 30. Spellsurge |
beneficial effect | When hit you turn into pure lightning and reappear near where you where, ignoring the blow. Elemental Surge: Lightning |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have encountered a dying sun paladin that told you about the orcs breeding pit, a true abomination. Desperate MeasuresYou have taken upon yourself to cleanse it and deal a crippling blow to the orcs. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved Magic by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Scintillating Caves. Escort: lost anorithil (level 2 of Scintillating Caves)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Dreadfell. Escort: lost anorithil (level 3 of Dreadfell)As a reward you improved Magic by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Heart of the Gloom. Escort: lost sun paladin (level 1 of Heart of the Gloom)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved Magic by +1. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Heart of the Gloom. Escort: lost tinker (level 2 of Heart of the Gloom) | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 0.80). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved talent Spit Poison (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | done |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 822. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed faerlhing fang. * You've found the needed length of troll intestine. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed hummerhorn wing. * You've found the needed pouch of bone giant dust. 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 vial of elder vampire blood. * You've found the needed naga tongue. * You've found the needed ice wyrm tooth. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed giant spider spinneret. * You've found the needed bear paw. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +18% lightning Res.pen +10% lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +1 Fatigue +1% Resists +9% nature Phys.save +6 (+1 eff.) Spell.save +5 (+1 eff.) Mind.save +6 (+0 eff.) A pair of boots made of leather. |
Quiver | ![]() 3.0 T3 arrow ammo [Rare] Arcane Power 140% Range: 1.4x Uses 40% Wil, 50% Str, 50% Mag 70% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 21 Ranged+ +33 lightning +20 acid On Hit.r1 +16 lightning +12 acid On Crit.r2 +8 lightning +12 acid On Hit: * 40% chance to corrode armour by 30% * 25% chance for lightning to arc to a second target Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 T3 lite [Random Unique] Nature/Psionic While equipped: Stats +1 Wil +3 Con dps ---------- Spell.crit +4% Melee Ret 8 arcane ----- def ----- Defense +8 (+2 eff.) Resists +7% blight Phys.save +12 (+2 eff.) Spell.save +13 (+2 eff.) Mind.save +13 (+1 eff.) Max.HP +44.00 HP.reg +2.30 ---------- misc Light +3 See.Invis +3 Telepathy Demon/Minor Demon/Major A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T5 head armor [Rare] Nature While equipped: Stats +10 Dex +4 Mag +3 Cun dps ---------- Dmg.mod +20% lightning +15% darkness +9% acid Res.pen +20% darkness Melee Ret 12 darkness ----- def ----- Defense +3 (+1 eff.) Fatigue -8% Resists +30% lightning ---------- misc Light +4 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Mind.pwr +6 (+1 eff.) Dmg.mod +9% mind +12% lightning Melee Ret 12 lightning ----- def ----- Heal/summ +30 ---------- misc Psi/ret +0.12 Wards +5 acid +4 nature +5 light Talents +4 Lay Web +1 Ward Cooldown Lay Web -1 Remove up to 4 poisons or diseases from a target within range 10 (based on Willpower) Puts all charms on 3 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +16% blight +12% lightning +27% arcane +24% acid Res.pen +15% lightning +20% acid Melee Ret 12 acid 20 lightning On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +16% blight +6% arcane +12% acid Rings can have magical properties. |
On fingers | ![]() 0.1 T4 ring jewelry [Rare] Arcane While equipped: Stats +7 Str dps ---------- Crit.mult +15.00% Phys.pwr +27 (+2 eff.) Spell.pwr +13 (+2 eff.) Mind.pwr +13 (+2 eff.) Res.pen +10% light Melee Ret 12 light ----- def ----- Armour +4 Defense +11 (+2 eff.) Rng.Def +11 (+2 eff.) Resists +6% temporal Rings can have magical properties. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Str +6 Mag dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +30% lightning ----- def ----- Resists +9% lightning Spell.save +10 (+1 eff.) ---------- misc Infravis +3 Size +1 A belt that goes around your waist. |
In main hand | ![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 137% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +28 nature While equipped: Stats +2 Str dps ---------- Spell.crit +5% Crit.mult +30.00% Spell.pwr +51 (+6 eff.) S.pwr/crit +10 Melee+ 27 fire Dmg.mod +30% lightning +18% nature Res.pen +10% nature Melee Ret 12 nature ----- def ----- Armour +10 Heal.mod +10% ---------- misc Mana/turn +0.40 See.Invis +26 Talents +1 Command Staff Channel mana (increasing mana regeneration by 500% for ten turns) Puts all charms on 7 cooldown Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T3 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% arcane Res.pen +25% lightning Melee Ret 12 lightning ----- def ----- Armour +2 Resists +5% arcane +21% lightning HP.reg +2.70 ---------- misc Stam/turn +1.10 Max.stam +28.00 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 +3 Crit +3.0% Atk.spd 100% On Hit: 10% Slumber 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+3 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+3 eff.) Resists +20% lightning Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +6 Str +1 Dex +6 Con dps ---------- Dmg.mod +12% lightning Melee Ret 12 fire ----- def ----- Armour +4 Defense +19 (+3 eff.) Rng.Def +6 (+1 eff.) Resists +20% blight +31% fire +20% nature +23% light Phys.save +11 (+2 eff.) Stealth +14 Max.HP +69.00 HP.reg +3.00 Heal.mod +22% ---------- misc Stam/turn +0.60 Max.stam +10.00 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 T2 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Spell.crit +4% Spell.pwr +5 (+1 eff.) Dmg.mod +12% lightning +6% temporal +6% light +15% fire +6% physical +6% darkness Res.pen +15% fire Melee Ret 8 lightning 20 fire On Hit (Melee): * 30% chance to daze at end of turn Amulets can have magical properties. |
Inventory
![]() 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 86 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 10 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 11). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 22) for 4 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 9 Cooldown 1 Travel.spd instantaneous Usage Speed Spell (28% of a turn) Is a spell Description: Inflicts 2036.80 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 schematic scroll [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +8 Str +4 Mag +2 Cun dps ---------- Dmg.mod +9% acid Res.pen +25% acid ---------- misc Masteries +0.26 Spell/Acid alchemy Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Rare] Disrupt While equipped: Stats +4 Cun dps ---------- Crit.mult +20.00% Dmg.mod +18% light Res.pen +15% mind On Hit (Melee): * 33% chance to corrode armour by 30% ----- def ----- Resists +22% nature +22% blight Mind.save +12 (+1 eff.) Poison- +38% Disease- +38% ---------- misc Max.psi +40.00 Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Dex dps ---------- Res.pen +20% lightning ----- def ----- Resists +22% lightning +17% mind HP.reg +1.00 Cut- +20% Stun/Frz- +38% Def/telep +15 Res/telep +15% Dur/telep +15% Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Crit.mult +17.00% Melee+ 15 light 15 darkness Dmg.mod +33% acid +15% light +27% darkness Acc +10 (+2 eff.) Apr +19 Melee Ret 16 acid On Melee Ret: * 15% chance to blind * 15% chance to inflict 15% damage reduction ----- def ----- Resists +15% acid ---------- misc Masteries +0.35 Spell/Fire alchemy Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire to your side for 15 turns. Uses 13 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun +3 Wil dps ---------- Crit.mult +25.00% Mind.pwr +8 (+1 eff.) Dmg.mod +21% mind Res.pen +35% lightning +20% arcane +20% mind ----- def ----- Resists +8% arcane Mind.save +9 (+0 eff.) Heal.mod +29% Heal/summ +60 Cut- +60% ---------- misc Equi/ret +0.12 Heal: Puts all charms on 8 cooldown Level 2.4 Pwr.cost 8 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 680 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +4 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +0.20 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 9 out of 40/40. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 575 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 T4 amulet jewelry [Rare] Arcane While equipped: Stats +9 Mag dps ---------- Dmg.mod +9% mind +9% fire Melee Ret 22 mind 12 arcane ----- def ----- Resists +5% arcane +12% fire Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+2 eff.) Dmg.mod +12% cold Melee Ret 10 cold ----- def ----- Resists +25% cold Ice.pen +20% Stun/Frz- +30% ---------- misc Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +5 Cun dps ---------- Spell.crit +3% Phys.pwr +8 (+1 eff.) Phys.spd +10% Dmg.mod +8% physical Res.pen +10% mind ----- def ----- Spell.save +30 (+4 eff.) Heal/summ +30 ---------- misc Hate/m.crit +2.00 Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex dps ---------- On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +3% lightning +6% nature +3% light Die.at -40.00 life Confus- +5% Teleport- +10% Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +3 Wil +4 Cun +4 Con dps ---------- Mov.spd +10% Dmg.mod +9% mind ----- def ----- Fatigue -5% Mind.save +20 (+1 eff.) HP.reg +0.50 Heal/summ +40 ---------- misc Stam/turn +0.50 Equi/ret +0.08 Psi/ret +0.20 Hate/m.crit +3.00 Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +7 Cun ----- def ----- Resists +6% lightning +4% physical +12% fire +5% arcane +12% cold Spell.save +30 (+4 eff.) Die.at -80.00 life Stun/Frz- +20% Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Crit.mult +20.00% Spell.pwr +15 (+2 eff.) Dmg.mod +10% blight +15% fire +9% mind +9% physical Acc +2 (+1 eff.) ----- def ----- Armour +8 Defense +10 (+2 eff.) Fatigue -10% Res.Cap +7% all Phys.save +55 (+6 eff.) Max.HP +30.00 HP.reg +4.50 Heal/summ +30 Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% lightning Stun/Frz- +21% Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% lightning Stun/Frz- +23% Amulets can have magical properties. |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 3 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% temporal Melee Ret 22 temporal On Hit (Melee): * 45% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +12% temporal HP.reg +2.50 Stun/Frz- +44% Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Rare] Master While equipped: Stats +3 Wil dps ---------- Crit.mult +15.00% Dmg.mod +12% blight +21% temporal +24% mind Melee Ret 16 blight ----- def ----- Resists +9% lightning +6% temporal Mind.save +9 (+0 eff.) HP.reg +4.10 Heal/summ +50 Stun/Frz- +50% ---------- misc Equi/ret +0.12 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Random Unique] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +12% cold ----- def ----- Resists +3% temporal +3% light +5% blight +27% cold +6% nature Phys.save +6 (+1 eff.) Poison- +10% Disease- +15% Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% darkness +18% light Res.pen +30% light Melee Ret 12 darkness On Hit (Melee): * 39% chance to inflict 15% damage reduction ----- def ----- Resists +9% light +12% lightning Max.HP +44.00 Disarm- +39% Pinning- +40% Knockbk- +44% ---------- misc Light +3 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+1 eff.) Melee+ 15 temporal Dmg.mod +15% temporal +10% physical ----- def ----- Resists +15% temporal Anom.red +10 ---------- misc Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 849.16 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 3 turn(s). Uses 7 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +34% arcane +15% nature Res.pen +20% arcane +20% nature ----- def ----- Resists +5% arcane Max.HP +37.00 Disarm- +34% Pinning- +33% Knockbk- +38% Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+2 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+1 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 2.0 Pwr.cost 7 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% darkness +6% lightning Res.pen +10% lightning Melee Ret 20 darkness ----- def ----- Resists +20% darkness +9% lightning Max.HP +38.00 Disarm- +38% Pinning- +34% Knockbk- +34% Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Rare] Master While equipped: Stats +10 Str +6 Wil +9 Con dps ---------- Spell.crit +7% Mind.crit +3% Phys.pwr +15 (+1 eff.) S.pwr/crit +6 Dmg.mod +12% blight +9% nature +15% mind ----- def ----- Spell.save +52 (+6 eff.) Heal/summ +50 ---------- misc Max.psi +40.00 Telepathy Dragon Demon/Major Demon/Minor Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Dex +16 Mag +16 Wil dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +24 (+3 eff.) Acc +18 (+4 eff.) Melee Ret 12 nature ----- def ----- Die.at -80.00 life HP.reg +0.80 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +0.60 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% mind +21% fire Res.pen +10% acid +15% fire Melee Ret 16 fire ----- def ----- Resists +9% mind +9% acid Phys.save +9 (+1 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+0 eff.) Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +7 Dex dps ---------- Phys.pwr +14 (+1 eff.) Melee Ret 12 physical ----- def ----- Armour +4 Mind.save +8 (+0 eff.) Confus- +28% ---------- misc Stam/turn +0.40 Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% fire Melee Ret 4 fire ----- def ----- Resists +12% acid +12% temporal +6% darkness +12% blight +12% fire Max.HP +38.00 Disarm- +38% Pinning- +35% Knockbk- +38% Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Max.HP +21.00 Disarm- +20% Pinning- +22% Knockbk- +22% Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+0 eff.) Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Res.pen +20% temporal Melee Ret 8 mind ----- def ----- Fatigue -12% Resists +18% acid +17% fire +18% lightning +18% cold Mind.save +12 (+1 eff.) ---------- misc Psi/ret +0.16 Infravis +2 Telepathy Dragon Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +7 Dex +8 Cun +6 Con dps ---------- Dmg.mod +15% darkness Acc +7 (+2 eff.) Melee Ret 12 darkness On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Resists +9% blight +6% acid +10% nature +3% darkness Phys.save +12 (+2 eff.) Poison- +19% Disease- +19% Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +3 Dex +13 Con dps ---------- Dmg.mod +9% arcane Phasing +50% ----- def ----- Fatigue -6% Crit.dmg- 20.00% Phys.save +20 (+3 eff.) Spell.save +39 (+5 eff.) ---------- misc Mana/turn +0.20 Max.mana +80.00 Infravis +4 Telepathy Humanoid/Orc Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +10 Str +8 Mag +8 Wil +10 Con dps ---------- Phys.pwr +12 (+1 eff.) Spell.pwr +15 (+2 eff.) Dmg.mod +9% mind Melee Ret 12 mind ----- def ----- Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Resists +6% darkness Phys.save +10 (+1 eff.) Spell.save +40 (+5 eff.) Silence- +41% Disarm- +10% Confus- +35% Knockbk- +10% ---------- misc Mana/turn +0.40 Rings can have magical properties. |
![]() 3.0 T3 battleaxe 2H weapon [Unique] Master Power 164% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- Phys.save +9 (+1 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
![]() 3.0 T1 battleaxe 2H weapon [Rare] Nature Power 105% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +1 Crit +4.5% Atk.spd 100% Melee+ +16 insidious poison On Crit.r2 +12 darkness While equipped: Stats +2 Wil dps ---------- Dmg.mod +3% darkness ----- def ----- Fatigue -4% ---------- misc Telepathy Humanoid/Orc Massive two-handed battleaxes. |
![]() 3.0 T3 battleaxe 2H weapon [Rare] Psionic Power 137% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +2 Crit +6.5% 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 +5 Dex dps ---------- Melee Ret 16 nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +5% arcane Phys.save +6 (+1 eff.) Silence- +10% ---------- misc Telepathy Demon/Minor Demon/Major Massive two-handed battleaxes. |
![]() 3.0 T3 battleaxe 2H weapon [Rare] Psionic Power 141% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% On Hit.r1 +8 arcane On Hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Res.pen +10% blight Melee Ret 4 arcane 8 blight On Hit (Melee): * 20% chance to disease Massive two-handed battleaxes. |
![]() 3.0 T1 battleaxe 2H weapon [Normal] Power 106% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +1 Crit +4.5% Atk.spd 100% Massive two-handed battleaxes. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 129% Range: 1.3x Uses 40% Wil, 100% Mag, 50% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+2 eff.) Spell.save +10 (+1 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() 1.0 T3 dagger 1H weapon [Random Unique] Arcane/Nature/Psionic Power 121% Range: 1.3x Uses 40% Wil, 45% Str, 50% Mag 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +4 lightning +7 temporal +7 nature +7 darkness Against +6% Living On Crit.r2 +8 fire On Hit: * 25% chance for lightning to arc to a second target While equipped: dps ---------- Dmg.mod +9% arcane +3% fire Melee Ret 12 fire Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Unique] Nature/Psionic Power 144% Range: 1.3x Uses 40% Wil, 45% Str, 50% Mag 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
![]() 1.0 T5 dagger 1H weapon [Unique] Nature Power 150% Range: 1.3x Uses 50% Mag, 30% Cun, 40% Wil 35% Str, 35% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Crit: * inflicts pinning spydric poison upon the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +5 Hardiness +5% ---------- misc Light -2 Creeping Darkness: Level 3.0 Pwr.cost 6 out of 40/40. Range 8 Travel.spd instantaneous Is a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 245.25 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 137% Range: 1.3x Uses 40% Wil, 45% Dex, 50% Mag 45% Str Dmg Physical Acc+ +0.5% APR / acc Apr +30 Crit +10.0% Atk.spd 100% Melee+ +20 darkness While equipped: dps ---------- Dmg.mod +10% darkness ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() 1.0 T1 dagger 1H weapon [Rare] Nature Power 101% Range: 1.3x Uses 40% Wil, 45% Str, 50% Mag 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +4 temporal +5 nature On Hit: * 40% chance to cause random gloom * 40% chance to daze at end of turn While equipped: dps ---------- Dmg.mod +15% mind Res.pen +15% lightning +5% mind Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Random Unique] Disrupt/Master Power 149% Range: 1.3x Uses 40% Wil, 45% Str, 50% Mag 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +16 lightning Against +24% Unnatural On Crit.r2 +4 lightning On Hit: * 20 arcane resource burn * disrupts spell-casting While equipped: Stats +2 Cun +2 Con dps ---------- Dmg.mod +12% physical Res.pen +12% physical Apr +12 ----- def ----- Resists +6% acid +3% light +12% darkness Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Rare] Master Power 136% Range: 1.3x Uses 40% Wil, 45% Str, 50% Mag 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +12 acid On Hit.r1 +12 mind On Crit.r2 +16 acid While equipped: dps ---------- Dmg.mod +12% acid Melee Ret 12 acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +6% mind Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Unique] Nature Power 111% Range: 1.3x Uses 40% Wil, 50% Mag, 100% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 T2 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 40% Wil, 55% Dex, 50% Mag 35% Str Dmg Physical Acc+ +0.5% APR / acc Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 121% Range: 1.3x Uses 40% Wil, 45% Dex, 50% Mag 45% Str Dmg Physical Acc+ +0.5% APR / acc Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +10 blight +10 fire burn On Crit.r2 +20 infective blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Power 132% Range: 1.3x Uses 40% Wil, 45% Str, 55% Mag 55% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+2 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 129% Range: 1.3x Uses 40% Wil, 45% Dex, 50% Mag 45% Str Dmg Physical Acc+ +0.5% APR / acc Apr +20 Crit +20.0% Atk.spd 100% Melee+ +20 light While equipped: dps ---------- Dmg.mod +10% light ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
![]() 1.0 T5 dagger 1H weapon [Random Unique] Arcane/Master Power 147% Range: 1.3x Uses 40% Wil, 45% Str, 50% Mag 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% On Hit.r1 +4 temporal +8 nature +12 fire On Crit: * cripple the target While equipped: dps ---------- Phys.crit +11.0% Res.pen +20% temporal Melee Ret 8 temporal Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 40% Wil, 50% Dex, 50% Mag 50% Cun Dmg Physical Acc+ +0.5% APR / acc Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+3 eff.) Phys.save +15 (+2 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 1.0 T4 dagger 1H weapon [Random Unique] Arcane/Master Power 131% Range: 1.3x Uses 40% Wil, 45% Str, 50% Mag 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% Melee+ +12 acid On Crit.r2 +8 darkness On Hit: * 34% chance to inflict 15% damage reduction * 20% chance to curse the target On Crit: * splashes the target with acid * cripple the target While equipped: dps ---------- Phys.crit +11.0% Dmg.mod +3% darkness ----- def ----- Resists +6% blight Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 129% Range: 1.3x Uses 40% Wil, 45% Dex, 60% Mag 45% Str Dmg Physical Acc+ +0.5% APR / acc Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 2.0 Pwr.cost 2 out of 10/10. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of darkness, doing 817.05 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 40% Wil, 55% Dex, 50% Mag 45% Str Dmg Physical Acc+ +0.5% APR / acc Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+4 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 1.0 T3 dagger 1H weapon [Rare] Arcane Power 114% Range: 1.3x Uses 40% Wil, 45% Str, 50% Mag 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +20 acid +12 temporal +32 lightning While equipped: dps ---------- Dmg.mod +12% lightning +12% blight Melee Ret 12 temporal On Hit (Melee): * 39% chance to daze at end of turn * 26% chance to disease ----- def ----- Resists +9% acid +11% temporal +12% lightning Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Master/Psionic Power 149% Range: 1.3x Uses 40% Wil, 45% Dex, 50% Mag 45% Str Dmg Physical Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +12 darkness Against +12% Living While equipped: dps ---------- Dmg.mod +12% physical Res.pen +10% physical Apr +11 Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Ego+] Master/Psionic Power 109% Range: 1.3x Uses 40% Wil, 45% Dex, 50% Mag 45% Str Dmg Physical Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +10 mind On Hit: * 16% chance to cause random gloom On Crit: * cripple the target While equipped: Stats +4 Cun +4 Wil dps ---------- Phys.crit +8.0% Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego+] Nature Power 119% Range: 1.3x Uses 40% Wil, 45% Dex, 50% Mag 45% Str Dmg Physical Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 16% chance to daze at end of turn While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con dps ---------- Res.pen +9% lightning Sharp, short and deadly. |
![]() 5.0 T2 greatmaul 2H weapon [Unique] Nature/Disrupt Power 139% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Acc+ +0.1% dam / acc Apr +4 Crit +4.0% Atk.spd 100% Melee+ +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con dps ---------- Dmg.mod +25% nature ----- def ----- Spell.save +15 (+2 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
![]() 5.0 T1 greatmaul 2H weapon [Rare] Psionic Power 120% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Acc+ +0.1% dam / acc Apr +1 Crit +0.5% Atk.spd 100% On Hit.r1 +16 acid On Hit: * 25% chance to put talents on cooldown While equipped: dps ---------- Dmg.mod +21% acid ----- def ----- Resists +6% acid Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Random Unique] Arcane/Master/Psionic Power 199% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Phasing +10% Melee+ +28 light Against +42% Undead On Hit.r1 +8 arcane On Hit: * 25% chance to put talents on cooldown While equipped: Stats +2 Mag dps ---------- Mind.crit +6% Acc +2 (+1 eff.) ----- def ----- Die.at -60.00 life HP.reg +0.80 ---------- misc Vim/s.crit +1.00 Telepathy Humanoid/Orc Massive two-handed mauls. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 182% Range: 1.6x Uses 40% Wil, 60% Mag, 130% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +18 Crit +20.0% Atk.spd 100% HP.leech +5% On Hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. While equipped: Stats +10 Str +8 Mag +5 Con ---------- misc Cooldown Draining Assault -1 Abduction -1 Detonating Charge -1 Masteries +0.10 Corruption/Torture +0.20 Corruption/Brutality +0.20 Corruption/Wrath Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Steamtech Power 137% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Phys.bleed Acc+ +0.4% crit.pwr / acc Apr +19 Crit +10.0% Atk.spd 100% Recurse +3 Rcrse.rdc -67% While equipped: Stats +7 Str +7 Dex +7 Cun ---------- misc Masteries +0.20 Technique/Two-handed assault A brutal weapon of countless blades. |
![]() 3.0 T4 greatsword 2H weapon [Unique] Master Power 172% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical 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 [Normal] Power 175% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Massive two-handed swords. |
![]() 4.0 T2 longbow 2H weapon Reqs Shoot [Unique] Arcane/Nature Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Atk.spd 125% Range +7 While equipped: dps ---------- Ranged+ 20 blight Dmg.mod +40% blight On Hit (Ranged): * 40% chance to disease ----- def ----- Disease- +50% Cyst Burst: Level 5.0 Pwr.cost 3 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Make your target's diseases burst, doing 443.61 blight damage for each disease it is infected with. This will also spread any diseases to any nearby foes in a radius of 3. The damage will increase with your Spellpower. A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
![]() 4.0 T1 longbow 2H weapon Reqs Shoot [Rare] Master Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Atk.spd 125% Range +6 On Hit: * Slows global speed by 40% * 40% chance to cause random gloom While equipped: Stats +5 Dex dps ---------- Dmg.mod +6% nature Res.pen +15% physical ----- def ----- Resists +12% mind Longbows are used to shoot arrows at your foes. |
![]() 4.0 T1 longbow 2H weapon Reqs Shoot [Unique] Master Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Atk.spd 133% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+3 eff.) Steady Shot: Level 2.0 Pwr.cost 2 out of 8/8. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 151% damage with a 24% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
![]() 3.0 T3 longsword 1H weapon [Unique] Arcane/Master Power 141% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical 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 7 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 88 acid damage in a 4 radius ball. This damage will increase by 66% 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] Master/Psionic Power 151% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +4 acid 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 +1 Cun +1 Wil dps ---------- Dmg.mod +11% physical Res.pen +13% physical Acc +15 (+3 eff.) Apr +15 On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Defense +14 (+3 eff.) Fatigue -6% Resists +9% darkness Spell.save +38 (+4 eff.) Disarm- +50% Sharp, long, and deadly. |
![]() 3.0 T1 longsword 1H weapon [Rare] Disrupt Power 105% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Fire Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% On Hit.r1 +8 fire While equipped: Stats +4 Str ----- def ----- Resists +8% acid +8% fire +8% lightning +8% cold Spell.save +7 (+1 eff.) ---------- misc Infravis +1 See.Invis +12 Telepathy Humanoid/Orc Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Rare] Nature Power 152% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +16 blight +18 temporal +15 nature On Hit.r1 +16 lightning On Hit: * 68% chance to daze at end of turn While equipped: dps ---------- Res.pen +25% lightning On Hit (Melee): * 30% chance to disease ----- def ----- Armour +10 Resists +8% arcane Crit.dmg- 25.00% Silence- +60% Disarm- +15% Sharp, long, and deadly. |
![]() 3.0 T2 longsword 1H weapon [Random Unique] Nature/Disrupt/Master Power 107% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 temporal +5 nature On Hit: * Slows global speed by 8% * leeches stamina from the target While equipped: dps ---------- Dmg.mod +6% fire Acc +7 (+2 eff.) Melee Ret 7 nature slow 12 fire ----- def ----- Defense +6 (+1 eff.) Disarm- +22% ---------- misc Light +1 Sharp, long, and deadly. |
![]() 3.0 T1 longsword 1H weapon [Ego] Master Power 106% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Defense +6 (+1 eff.) Disarm- +20% Sharp, long, and deadly. |
![]() 3.0 T2 mace 1H weapon [Random Unique] Arcane/Nature/Master Power 110% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Blight Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 111% On Hit: * 12% chance to daze at end of turn While equipped: Stats +2 Str +3 Dex +4 Mag +5 Wil +2 Cun +1 Con dps ---------- Spell.pwr +6 (+1 eff.) Dmg.mod +6% blight Res.pen +5% lightning +5% blight Acc +6 (+2 eff.) On Hit (Melee): * 30% chance to daze at end of turn Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego++] Master/Psionic Power 158% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% On Hit: * 25% chance to put talents on cooldown While equipped: dps ---------- Res.pen +15% physical Acc +13 (+3 eff.) Apr +14 Blunt and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature Power 95% Range: 1.1x Uses 65% Wil, 50% Mag, 10% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.20 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.0 Pwr.cost 13 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 72 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
![]() 3.0 T3 mindstar 1H weapon [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 (+2 eff.) Dmg.mod +15% lightning Res.pen +9% lightning ----- def ----- Resists +15% lightning Mind.save +9 (+0 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 T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 89% Range: 1.1x Uses 75% Wil, 50% Mag, 15% Cun Dmg Physical Mastery Psiblades Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+1 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
![]() 3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic Power 105% Range: 1.1x Uses 80% Wil, 50% Mag, 20% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +25 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +8% Mind.pwr +10 (+2 eff.) Dmg.mod +15% mind +5% physical ----- def ----- Resists +10% mind Release a wave of psionic power, dealing 871.88 mind damage (based on Willpower) to all within radius 5. Uses 9 power out of 40/40 This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
![]() 3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic Power 111% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Darkness Mastery Psiblades Acc uses Wil Apr +20 Crit +2.0% Atk.spd 100% While equipped: Stats +4 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +15 (+2 eff.) Dmg.mod +10% mind +10% darkness ---------- misc Masteries +0.20 Psionic/Nightmare +0.20 Cursed/Fears Waking Nightmare: Level 2.0 Pwr.cost 9 out of 40/40. Range 10 Travel.spd instantaneous Is a mind power Description: Inflicts 166.95 darkness damage each turn for 6 turns, and has a 44% chance to randomly cause blindness, stun, or confusion (lasting 3 turns). If the target is sleeping, the chance of avoiding a negative effect will be halved and fear immunity will be ignored. The damage will scale with your Mindpower. Whispers seem to ceaselessly emanate from this writhing mass of black tentacles, murmuring unspeakable horrors into the ears of any unfortunate enough to hear them. |
![]() 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 2 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 T4 staff 2H weapon [Random Unique] Nature Power 129% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +10 Con dps ---------- Spell.crit +4% Spell.pwr +26 (+3 eff.) Dmg.mod +25% arcane On Hit (Melee): * 13% chance to blind ----- def ----- Defense +5 (+1 eff.) Resists +6% nature +6% blight Spell.save +10 (+1 eff.) HP.reg +3.20 Heal.mod +35% Silence- +10% Pinning- +5% ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 2 cooldown Level 1.0 Pwr.cost 2 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 445.27 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Rare] Master Power 111% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +16 fire On Crit.r2 +20 darkness While equipped: dps ---------- Phys.crit +7.0% Spell.crit +2% Crit.mult +14.00% Spell.pwr +6 (+1 eff.) Dmg.mod +9% fire +15% cold Melee Ret 8 darkness 16 fire ----- def ----- Resists +12% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Rare] Arcane Power 121% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +23 (+3 eff.) Dmg.mod +26% arcane Res.pen +25% arcane Melee Ret 16 arcane 20 blight ----- def ----- Resists +5% arcane +15% temporal Def/telep +16 Res/telep +16% Dur/telep +16% ---------- misc Mana/turn +0.28 Talents +1 Command Staff Channel mana (increasing mana regeneration by 500% for ten turns) Puts all charms on 7 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Nature Power 137% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +10 Crit +9.0% Atk.spd 100% Phasing +20% Melee+ +12 darkness While equipped: Stats +2 Str +13 Con dps ---------- Spell.crit +5% Spell.pwr +35 (+4 eff.) Dmg.mod +12% darkness +30% fire On Hit (Melee): * 15% chance to blind ----- def ----- Defense +15 (+3 eff.) Phys.save +9 (+1 eff.) HP.reg +4.00 Heal.mod +60% ---------- misc Max.stam +20.00 Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 2 cooldown Level 2.0 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 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 599.65 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Rare] Arcane Power 129% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +12 acid On Crit.r2 +12 acid While equipped: Stats +5 Str +4 Mag +8 Cun +5 Con dps ---------- Spell.crit +4% Spell.pwr +12 (+2 eff.) Dmg.mod +25% blight ----- def ----- Armour +8 Hardiness +10% Phys.save +10 (+1 eff.) ---------- misc Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Rare] Master Power 111% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +16 mind On Hit.r1 +8 fire While equipped: dps ---------- Phys.crit +8.0% Spell.crit +2% Mind.crit +3% Crit.mult +33.00% Spell.pwr +6 (+1 eff.) Mind.pwr +10 (+2 eff.) Dmg.mod +15% blight +6% mind ----- def ----- Mind.save +6 (+0 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 1H weapon [Random Unique] Arcane/Master Power 129% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Str dps ---------- Phys.crit +8.0% Spell.crit +16% Crit.mult +10.00% Phys.pwr +8 (+1 eff.) Spell.pwr +24 (+3 eff.) Melee+ 7% confusion Dmg.mod +25% arcane Phasing +22% Acc +10 (+2 eff.) Apr +2 Melee Ret 16 physical ----- def ----- Defense +18 (+3 eff.) HP.reg +0.40 ---------- misc Stam/turn +0.20 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Unique] Arcane Power 113% Range: 1.2x Uses 180% Mag, 40% Wil Dmg Arcane Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% Dmg.conv 50% blight While equipped: dps ---------- Spell.crit +4% Spell.pwr +14 (+2 eff.) Dmg.mod +18% arcane +18% blight ----- def ----- Resists +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 10 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
![]() 5.0 T3 staff 2H weapon [Rare] Arcane Power 121% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +10 Wil dps ---------- Spell.crit +3% Spell.pwr +9 (+1 eff.) Mind.pwr +14 (+2 eff.) Dmg.mod +20% blight ----- def ----- Armour +7 Defense +6 (+1 eff.) ---------- misc Equi/ret +0.12 Hate/m.crit +2.00 Max.psi +30.00 Wards +2 blight Telepathy Dragon Talents +4 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Random Unique] Arcane Power 111% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +19 (+2 eff.) Dmg.mod +15% blight ----- def ----- Armour +7 Defense +6 (+1 eff.) Spell.save +13 (+2 eff.) Silence- +5% Confus- +15% ---------- misc Mana/turn +0.16 Wards +3 blight Talents +2 Ward +1 Command Staff Project a bolt elemental energy from the staff (to range 7) dealing 1667.54 to 2001.05 blight damage Puts all charms on 2 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Rare] Arcane Power 129% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% On Hit: * 40% chance to cause random gloom While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+2 eff.) Dmg.mod +25% darkness +6% mind Res.pen +15% mind ----- def ----- Resists +13% darkness +13% temporal Anom.red +22 Blind- +55% Poison- +25% Disease- +30% Cut- +10% Silence- +20% Disarm- +10% Confus- +15% Def/telep +28 Res/telep +21% Dur/telep +38% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane/Nature Power 137% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Dex +9 Mag +10 Cun +9 Con dps ---------- Spell.crit +5% Crit.mult +70.00% Spell.pwr +25 (+3 eff.) Melee+ 35 fire Dmg.mod +30% darkness On Hit (Melee): * 20% chance to blind ----- def ----- Defense +15 (+3 eff.) Resists +6% fire +1% physical Poison- +20% Disease- +20% Pinning- +15% ---------- misc Vim/s.crit +8.00 Max.vim +50.00 Max.N.En +50.00 Light +5 See.Invis +14 Talents +1 Command Staff Illuminate: Puts all charms on 2 cooldown Level 2.0 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 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 599.65 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Rare] Nature Power 129% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +12 mind On Hit.r1 +16 mind On Crit.r2 +8 light While equipped: Stats +2 Wil dps ---------- Spell.crit +4% Mind.crit +8% Crit.mult +10.00% Spell.pwr +12 (+2 eff.) Dmg.mod +25% physical On Hit (Melee): * 17% chance to blind ----- def ----- Defense +13 (+2 eff.) Mind.save +30 (+2 eff.) ---------- misc Psi/ret +0.16 Hate/m.crit +2.00 Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 2 cooldown Level 2.0 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 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 599.65 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Rare] Arcane Power 129% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% On Hit.r1 +24 darkness While equipped: Stats +3 Wil dps ---------- Spell.crit +17% Spell.pwr +12 (+2 eff.) Dmg.mod +25% fire Acc +6 (+2 eff.) ----- def ----- Armour +12 Resists +9% darkness ---------- misc Max.stam +20.00 Infravis +4 See.Invis +24 Telepathy Dragon Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 137% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Phasing +40% While equipped: Stats +4 Mag +2 Wil dps ---------- Spell.crit +9% Crit.mult +34.00% Spell.pwr +35 (+4 eff.) Melee+ 30 fire Dmg.mod +30% temporal Melee Ret 8 arcane 16 blight ---------- misc Mana/turn +0.04 Max.mana +62.00 Max.vim +20.00 See.Invis +14 Talents +1 Command Staff Project a bolt elemental energy from the staff (to range 10) dealing 2064.68 to 2477.62 temporal damage Puts all charms on 2 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 137% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +14% Phys.pwr +6 (+1 eff.) Spell.pwr +23 (+3 eff.) Dmg.mod +6% mind +30% fire Res.pen +15% fire ---------- misc Mana/turn +0.12 Max.mana +65.00 Max.stam +15.00 Max.hate +6.00 Max.psi +40.00 Talents +1 Command Staff Unleash an elemental blastwave, dealing 2064.68 to 2477.62 fire damage in a radius 6 around the user Puts all charms on 3 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 1H weapon [Random Unique] Nature/Master Power 137% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Dex +3 Mag +7 Con dps ---------- Phys.crit +19.0% Spell.crit +8% Crit.mult +29.00% Phys.pwr +10 (+1 eff.) Spell.pwr +32 (+4 eff.) Dmg.mod +30% lightning Acc +15 (+3 eff.) ----- def ----- Resists +6% blight Crit.dmg- 5.00% HP.reg +1.40 Heal.mod +28% ---------- misc Telepathy Dragon Demon/Major Demon/Minor Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 1H weapon [Random Unique] Nature/Master Power 129% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +4 mind On Hit: * 10 arcane resource burn While equipped: Stats +6 Con dps ---------- Phys.crit +8.0% Spell.crit +7% Mind.crit +1% Crit.mult +11.00% Phys.pwr +10 (+1 eff.) Spell.pwr +27 (+3 eff.) Mind.pwr +4 (+1 eff.) Dmg.mod +25% arcane Acc +9 (+2 eff.) On Hit (Melee): * 14% chance to blind ----- def ----- Defense +13 (+2 eff.) Mind.save +10 (+0 eff.) HP.reg +1.60 Heal.mod +25% ---------- misc Max.psi +20.00 Light +3 Telepathy Humanoid/Orc Talents +1 Command Staff Illuminate: Puts all charms on 2 cooldown Level 2.0 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 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 599.65 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Rare] Nature Power 121% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+1 eff.) Dmg.mod +20% darkness Melee Ret 8 darkness On Hit (Melee): * 13% chance to blind ----- def ----- Defense +11 (+2 eff.) Resists +12% lightning +6% light +21% blight +6% cold +6% darkness Cut- +25% ---------- misc Hate/m.crit +3.00 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 445.27 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Rare] Nature Power 121% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% On Hit: * Slows global speed by 40% While equipped: Stats +8 Str +2 Mag +7 Cun dps ---------- Spell.crit +3% Spell.pwr +9 (+1 eff.) Dmg.mod +20% physical Res.pen +25% nature On Hit (Melee): * 13% chance to blind ----- def ----- Defense +11 (+2 eff.) ---------- misc Light +4 See.Invis +15 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 445.27 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Unique] Arcane It desires to be surrounded by undeath. Power 150% Range: 1.2x Uses 180% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +12 Atk.spd 100% While equipped: dps ---------- Spell.crit +14% Spell.pwr +28 (+4 eff.) Dmg.mod +26% darkness ---------- misc Masteries +0.20 Spell/Necrotic minions +0.20 Celestial/Star fury +0.10 Spell/Advanced necrotic minions This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 137% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 arcane While equipped: Stats +2 Str +2 Mag +4 Con dps ---------- Phys.crit +11.0% Spell.crit +5% Crit.mult +40.00% Spell.pwr +35 (+4 eff.) Melee+ 39 arcane 35 fire Dmg.mod +15% arcane +30% temporal Res.pen +10% darkness ----- def ----- Armour +8 Hardiness +12% Crit.dmg- 25.00% Phys.save +12 (+2 eff.) ---------- misc Max.mana +114.00 See.Invis +18 Telepathy Dragon Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Rare] Arcane Power 111% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Str +6 Mag dps ---------- Spell.crit +5% Spell.pwr +10 (+1 eff.) Dmg.mod +15% physical Res.pen +25% darkness +25% temporal ---------- misc See.Invis +9 Talents +1 Command Staff Project a bolt elemental energy from the staff (to range 7) dealing 1667.54 to 2001.05 physical damage Puts all charms on 2 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 staff 1H weapon [Unique] Arcane A part of set. Power 66% Range: 1.2x Uses 40% Wil, 50% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+0 eff.) Confus- +20% ---------- misc Max.mana +50.00 The bottom part of Telos' broken staff. |
![]() 5.0 T2 staff 1H weapon [Rare] Master Power 111% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +20 darkness On Hit.r1 +16 mind While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+1 eff.) Dmg.mod +15% blight +9% mind Res.pen +10% darkness On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +15% mind ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Rare] Arcane Power 121% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +24 acid On Hit.r1 +12 acid On Crit.r2 +12 acid While equipped: Stats +3 Cun dps ---------- Spell.crit +3% Mind.crit +6% Spell.pwr +9 (+1 eff.) Mind.pwr +6 (+1 eff.) Dmg.mod +20% blight Res.pen +10% acid +20% nature +10% blight ---------- misc Max.hate +12.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Rare] Arcane Power 121% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +9 Crit +3.5% Atk.spd 100% Melee+ +8 physical While equipped: dps ---------- Phys.crit +13.0% Spell.crit +3% Spell.pwr +17 (+2 eff.) Melee+ 33 arcane Dmg.mod +20% blight ----- def ----- Armour +4 Resists +12% blight +6% physical ---------- misc Max.mana +80.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Rare] Arcane Power 129% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% Phasing +62% On Hit: * 49% chance to corrode armour by 30% While equipped: Stats +3 Dex dps ---------- Spell.crit +11% Spell.pwr +12 (+2 eff.) Dmg.mod +25% light ----- def ----- Armour +18 Resists +5% physical Phys.save +13 (+2 eff.) Spell.save +13 (+2 eff.) Mind.save +9 (+0 eff.) Die.at -100.00 life ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Rare] Arcane Power 122% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +12 light On Hit.r1 +8 light +16 arcane On Hit: * 40% chance to blind While equipped: dps ---------- Spell.crit +2% Spell.pwr +9 (+1 eff.) Dmg.mod +21% physical Res.pen +5% light ----- def ----- Resists +3% light +5% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Rare] Master 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 Crit.r2 +16 mind While equipped: Stats +2 Str +5 Cun +4 Con dps ---------- Phys.crit +7.0% Spell.crit +2% Crit.mult +13.00% Spell.pwr +6 (+1 eff.) Dmg.mod +6% mind +15% physical ----- def ----- Crit.dmg- 15.00% ---------- misc Telepathy Demon/Minor Demon/Major Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 137% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +9 Mag +13 Wil +1 Cun dps ---------- Spell.crit +5% Spell.pwr +32 (+4 eff.) Dmg.mod +30% cold Res.pen +15% acid Melee Ret 4 mind ----- def ----- Mind.save +9 (+0 eff.) ---------- misc Mana/turn +0.39 Max.mana +226.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Rare] Master Power 100% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% Melee+ +20 acid While equipped: dps ---------- Phys.crit +7.0% Spell.crit +1% Crit.mult +12.00% Spell.pwr +3 (+0 eff.) Dmg.mod +10% lightning ----- def ----- Resists +18% acid +15% fire +6% lightning Die.at -40.00 life ---------- misc Telepathy Demon/Minor Demon/Major Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Normal] Power 100% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+0 eff.) Dmg.mod +10% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Rare] Nature Power 100% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% On Hit: * 40% chance to corrode armour by 30% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+0 eff.) Dmg.mod +10% darkness +12% physical Res.pen +15% physical Acc +4 (+1 eff.) On Hit (Melee): * 7% chance to blind ----- def ----- Armour +6 Defense +7 (+1 eff.) Resists +15% acid ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 2 cooldown Level 2.0 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 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 599.65 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Rare] Arcane Power 109% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% Melee+ +40 fire On Hit.r1 +8 fire While equipped: dps ---------- Spell.crit +1% Spell.pwr +6 (+1 eff.) Dmg.mod +14% blight +9% fire +12% lightning ----- def ----- Resists +15% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Rare] Nature Power 100% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+0 eff.) Dmg.mod +10% acid +15% mind +12% nature Melee Ret 20 nature On Hit (Melee): * 7% chance to blind ----- def ----- Defense +6 (+1 eff.) Mind.save +9 (+0 eff.) ---------- misc Light +2 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 445.27 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Rare] Nature Power 129% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +4 nature On Hit.r1 +16 mind +8 acid On Crit.r2 +32 acid On Hit: * 20% chance to cause random gloom * 49% chance to corrode armour by 30% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+2 eff.) Dmg.mod +3% nature +25% cold Res.pen +5% mind On Hit (Melee): * 17% chance to blind ----- def ----- Defense +13 (+2 eff.) ---------- misc Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 2 cooldown Level 1.0 Pwr.cost 2 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 445.27 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Rare] Master Power 121% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +28 fire On Crit.r2 +12 fire While equipped: dps ---------- Phys.crit +11.0% Spell.crit +3% Crit.mult +16.00% Spell.pwr +9 (+1 eff.) Dmg.mod +9% lightning +20% physical On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +18% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Rare] Arcane Power 121% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +8 acid On Hit.r1 +8 fire On Crit.r2 +12 acid +12 fire While equipped: dps ---------- Spell.crit +14% Spell.pwr +9 (+1 eff.) Dmg.mod +20% light Res.pen +10% acid Melee Ret 8 acid On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Crit.dmg- 5.00% ---------- misc See.Invis +9 Telepathy Dragon Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Rare] Arcane Power 134% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +8 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +4.0% Spell.crit +3% Spell.pwr +13 (+2 eff.) Dmg.mod +29% darkness Apr +2 ----- def ----- Armour +4 Defense +9 (+2 eff.) Rng.Def +9 (+2 eff.) Resists +9% darkness HP.reg +0.60 Heal.mod +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 1H weapon [Random Unique] Nature/Master Power 121% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% On Hit: * 20 arcane resource burn While equipped: Stats +4 Con dps ---------- Phys.crit +16.0% Spell.crit +6% Crit.mult +31.00% Phys.pwr +7 (+1 eff.) Spell.pwr +21 (+3 eff.) Dmg.mod +20% physical Acc +7 (+2 eff.) ----- def ----- Mind.save +3 (+0 eff.) HP.reg +0.50 Heal.mod +14% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Rare] Arcane Power 121% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +16 mind While equipped: Stats +3 Dex +2 Con dps ---------- Spell.crit +9% Spell.pwr +9 (+1 eff.) Mind.pwr +20 (+3 eff.) Dmg.mod +9% mind +20% fire ----- def ----- Phys.save +10 (+1 eff.) Spell.save +11 (+2 eff.) Mind.save +10 (+0 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 T4 steamgun 1H weapon Reqs Shoot [Unique] Arcane/Steamtech Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Apr +7 Atk.spd 100% Dmg.mult 130% Range +7 Proj.spd +1000% On Hit: * deal cold damage equal to 100 + the higher of your steam or spellpower, and attempt to freeze the target (20% chance). Uses 2.0 Steam While equipped: ----- def ----- Ice.pen +20% Strange coils encircle this extremely cold gun. |
![]() 4.0 T5 steamgun 1H weapon Reqs Shoot [Ego++] Nature/Steamtech Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Apr +28 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +20 ice +29 nature Uses 2.0 Steam While equipped: dps ---------- Res.pen +15% nature +15% cold ----- def ----- Armour +14 Resists +10% all Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T5 trident 2H weapon [Ego+] Nature/Master Power 166% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +16 Crit +4.0% Atk.spd 100% Melee+ +49 insidious poison While equipped: dps ---------- Dmg.mod +21% physical Res.pen +20% physical Apr +21 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T4 waraxe 1H weapon [Random Unique] Nature/Master Power 139% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% On Crit.r2 +28 fire While equipped: dps ---------- S.pwr/crit +10 All.spd +7% Dmg.mod +3% blight +9% physical +6% arcane Res.pen +20% fire +10% physical Apr +9 ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.mana +20.00 One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Unique] Nature/Master Power 141% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical 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 [Random Unique] Arcane/Master/Psionic Power 110% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +6 lightning +4 mind On Hit.r1 +8 fire On Crit.r2 +4 mind On Hit: * 25% chance for lightning to arc to a second target * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Res.pen +5% mind Acc +7 (+2 eff.) Melee Ret 8 fire ----- def ----- Defense +6 (+1 eff.) Resists +3% fire Disarm- +22% One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Unique] Arcane Power 167% Range: 1.2x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +15 Crit +10.0% Atk.spd 100% HP.leech +5% On Hit.r1 +25 blight On Hit: 10% Curse of Death 3 On Hit: 10% Curse of Vulnerability 3 While equipped: dps ---------- Spell.pwr +20 (+3 eff.) Dmg.mod +20% blight On Spell Hit: 10% Curse of Impotence 3 On Spell Hit: 10% Curse of Defenselessness 3 The land withers and crumbles wherever this cursed axe rests. |
![]() 3.0 T1 waraxe 1H weapon [Unique] Arcane Power 121% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight On Hit: 10% Greater Weapon Focus 2 While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
![]() 3.0 T1 whip 1H weapon [Unique] Arcane Power 115% Range: 1.1x Uses 40% Wil, 50% Mag, 100% Dex Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+2 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 225.90 to 677.71 lightning damage (based on Magic and Dexterity). Uses 3 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
![]() 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+3 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 Pwr.cost 7 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 39% chance to evade melee and ranged attacks and 58 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Str +5 Dex +4 Mag +5 Wil +10 Cun +8 Lck dps ---------- Dmg.mod +9% blight ----- def ----- Stealth +9 ---------- misc T.Disarm +19 Light +2 Infravis +5 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Psionic While equipped: Stats +4 Str +5 Wil dps ---------- Mind.pwr +8 (+1 eff.) Dmg.mod +9% mind Res.pen +25% mind ----- def ----- Phys.save +11 (+2 eff.) ---------- misc Psi/ret +0.24 See.Invis +9 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: ----- def ----- Resists +6% lightning +15% temporal Phys.save +18 (+2 eff.) Max.HP +48.00 Cut- +30% Silence- +25% Confus- +15% A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Defense +8 (+2 eff.) Stealth +6 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% darkness +15% temporal Melee Ret 20 darkness ----- def ----- Fatigue -8% Resists +22% darkness +17% temporal ---------- misc Max.enc +44 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% acid Res.pen +15% mind On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Defense +9 (+2 eff.) Resists +3% mind +12% acid Stealth +6 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +3 (+0 eff.) ----- def ----- Armour +4 Resists +3% blight +6% light +6% lightning Mind.save +6 (+0 eff.) Blind- +15% Confus- +20% A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +5 Mag +7 Wil dps ---------- Spell.crit +10% Crit.mult +27.00% Spell.pwr +14 (+2 eff.) Res.pen +20% blight Acc +13 (+3 eff.) Apr +15 ----- def ----- Defense +3 (+1 eff.) Spell.save +14 (+2 eff.) Mind.save +14 (+1 eff.) Stealth +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Arcane While equipped: dps ---------- Spell.crit +4% Crit.mult +16.00% Spell.pwr +6 (+1 eff.) Dmg.mod +5% arcane +27% acid Res.pen +7% arcane Melee Ret 8 acid ----- def ----- Defense +2 (+1 eff.) Resists +20% darkness ---------- misc Max.mana +25.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% mind Res.pen +25% mind +10% temporal Melee Ret 12 temporal ----- def ----- Defense +1 (+0 eff.) Resists +12% blight +15% temporal +12% nature HP.reg +1.30 Heal.mod +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) Mov.spd +10% ----- def ----- Defense +10 (+2 eff.) Phys.save +10 (+1 eff.) ---------- misc Talents +1 Rocket Dash Avoid Pressure Traps Finally. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +6 Str dps ---------- Phys.pwr +12 (+1 eff.) Dmg.mod +17% darkness +12% light Res.pen +13% darkness +28% physical ----- def ----- Armour +6 Defense +2 (+1 eff.) Resists +18% darkness +9% light Phys.save +15 (+2 eff.) Stealth +16 HP.reg +0.60 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Dmg.mod +15% arcane Res.pen +25% arcane On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Defense +1 (+0 eff.) Resists +5% arcane A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Cun dps ---------- Mind.crit +6% Crit.mult +20.00% Dmg.mod +21% fire Acc +11 (+3 eff.) Apr +11 On Hit (Melee): * 24% chance to disease ----- def ----- Defense +2 (+1 eff.) Resists +12% fire Mind.save +26 (+2 eff.) Stealth +11 ---------- misc Max.psi +30.00 Telepathy Dragon A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Dmg.mod +21% acid +6% fire Res.pen +10% acid +15% temporal Melee Ret 12 temporal ----- def ----- Defense +2 (+1 eff.) Resists +24% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% fire Res.pen +25% fire On Hit (Melee): * Slows global speed by 15% ----- def ----- Defense +7 (+1 eff.) Resists +9% nature +9% fire Phys.save +6 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +11 Str +3 Mag +3 Con dps ---------- Crit.mult +20.00% Res.pen +15% blight +30% arcane ----- def ----- Defense +2 (+1 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% arcane +9% mind Res.pen +29% arcane +15% mind Melee Ret 23 mind On Hit (Melee): * 23% chance to disease ----- def ----- Defense +12 (+2 eff.) Phys.save +11 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Str +1 Con ----- def ----- Defense +1 (+0 eff.) Fatigue -4% Resists +12% blight +3% nature ---------- misc See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Arcane While equipped: ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+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 T3 cloth armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Spell.pwr +4 (+1 eff.) Melee Ret 20 blight 8 arcane 20 darkness ----- def ----- Armour +4 Defense +6 (+1 eff.) Phys.save +23 (+3 eff.) ---------- misc Mana/s.crit +5.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +9% Mind.pwr +20 (+3 eff.) Melee+ 35 mind 10% gloom effects Res.pen +20% all Melee Ret 35 mind 10% gloom effects ----- def ----- Defense +12 (+2 eff.) ---------- misc Psi/turn +0.20 Hate/m.crit +4.00 Psi/m.crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.10 Psionic/Solipsism +0.20 Cursed/Slaughter +0.20 Cursed/Punishments On Mind Hit: 8% Agony 2 On Mind Hit: 8% Hateful Whisper 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
![]() 2.0 T4 cloth armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Mind.crit +5% Mind.pwr +22 (+3 eff.) Melee Ret 12 physical ----- def ----- Armour +6 Defense +9 (+2 eff.) Rng.Def +6 (+1 eff.) Resists +18% darkness Mind.save +27 (+2 eff.) Die.at -60.00 life ---------- misc Equi/ret +0.24 Telepathy Demon/Minor Demon/Major A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+2 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+2 eff.) Resists +25% nature Phys.save +15 (+2 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 [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +8 (+2 eff.) Resists +20% fire -10% cold This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
![]() 2.0 T2 cloth armor [Random Unique] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +7% Spell.pwr +35 (+4 eff.) S.pwr/crit +2 Dmg.mod +7% all ----- def ----- Resists +3% cold Spell.save +9 (+1 eff.) Blind- +5% Disease- +10% Silence- +22% Confus- +5% ---------- misc Mana/turn +0.11 Max.mana +47.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Rare] Psionic While equipped: Stats +2 Str +2 Dex +5 Mag +6 Wil +5 Con dps ---------- Dmg.mod +14% mind +9% darkness ----- def ----- Resists +14% mind ---------- misc Infravis +3 See.Invis +6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +17% nature Res.pen +15% lightning ----- def ----- Defense +3 (+1 eff.) Resists +9% acid +9% light +6% arcane +25% nature Crit.dmg- 18.00% Blind- +30% Poison- +35% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Spell.pwr +15 (+2 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+2 eff.) Resists +10% fire +10% cold Spell.save +18 (+2 eff.) Mind.save +15 (+1 eff.) Blind- +40% ---------- misc Mana/turn +1.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +10% acid +10% nature +10% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature Phys.save +10 (+1 eff.) Spell.save +10 (+1 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 T3 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +18% mind +15% cold Res.pen +20% mind +25% fire Melee Ret 12 fire ----- def ----- Defense +2 (+1 eff.) Resists +9% mind +22% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Random Unique] Arcane/Master While equipped: Stats +2 Mag +4 Cun +3 Con dps ---------- Spell.crit +20% Spell.pwr +36 (+5 eff.) Dmg.mod +17% light +15% darkness +6% nature Res.pen +25% nature Melee Ret 8 fire ----- def ----- Armour +5 Defense +8 (+2 eff.) Crit.dmg- 10.00% Phys.save +23 (+3 eff.) ---------- misc Mana/turn +0.24 Max.mana +84.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Rare] Arcane While equipped: Stats +5 Dex +7 Mag dps ---------- Dmg.mod +14% temporal +14% physical Res.pen +11% temporal +11% physical ----- def ----- Defense +2 (+1 eff.) Resists +6% cold +6% darkness +12% fire Anom.red +11 Cut- +25% Silence- +15% Confus- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Rare] Nature While equipped: Stats +5 Wil +3 Con dps ---------- S.pwr/crit +8 Dmg.mod +18% fire Melee Ret 26 blight ----- def ----- Armour +6 Defense +3 (+1 eff.) Resists +12% mind +27% fire Crit.dmg- 20.00% Mind.save +12 (+1 eff.) Cut- +25% ---------- misc Max.mana +120.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +20% fire On Hit (Melee): * Slows global speed by 47% ----- def ----- Armour +6 Defense +19 (+3 eff.) Rng.Def +14 (+2 eff.) Resists +30% fire +12% light +9% temporal Spell.save +40 (+5 eff.) Mind.save +47 (+4 eff.) Die.at -60.00 life Disease- +15% Silence- +15% Teleport- +15% ---------- misc Light +3 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 T1 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Resists +15% acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Rare] Psionic While equipped: Stats +3 Mag +5 Cun +3 Con dps ---------- Mind.crit +6% Mind.pwr +6 (+1 eff.) Dmg.mod +15% temporal Res.pen +15% arcane ----- def ----- Defense +3 (+1 eff.) Fatigue -12% Resists +12% temporal Mind.save +25 (+2 eff.) ---------- misc Telepathy Demon/Minor Demon/Major A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Rare] Arcane While equipped: Stats +3 Dex +2 Con dps ---------- Spell.pwr +14 (+2 eff.) Dmg.mod +10% all Apr +4 Melee Ret 8 physical ----- def ----- Armour +6 Die.at -40.00 life HP.reg +0.60 ---------- misc Max.stam +25.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Str +2 Dex dps ---------- Melee Ret 12 arcane 16 physical ----- def ----- Armour +9 Fatigue +3% Resists +11% fire +11% cold Phys.save +9 (+1 eff.) Die.at -60.00 life ---------- misc Mana/s.crit +2.00 A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy Armour Training [Rare] Master While equipped: dps ---------- Dmg.mod +34% fire +12% temporal Res.pen +15% nature +20% fire Melee Ret 20 nature On Hit (Melee): * Slows global speed by 34% ----- def ----- Armour +4 Fatigue +3% Resists +9% nature ---------- misc Stam/turn +0.80 Max.stam +28.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% nature Melee Ret 8 nature 20 acid On Hit (Melee): * Slows global speed by 30% * 30% chance to corrode armour by 30% ----- def ----- Armour +1 Defense +12 (+2 eff.) Fatigue +1% Resists +12% acid Evasion: (Instant) Puts all charms on 7 cooldown Level 3.0 Pwr.cost 7 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 47 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +10 Str +8 Con dps ---------- Spell.pwr +6 (+1 eff.) Dmg.mod +8% physical Melee Ret 16 light 16 arcane ----- def ----- Armour +15 Fatigue +5% Resists +3% acid +14% fire +6% nature +15% cold Phys.save +6 (+1 eff.) Mind.save +20 (+1 eff.) Poison- +10% Pinning- +10% ---------- misc Size +1 Heave: Puts all charms on 3 cooldown Level 4.0 Pwr.cost 3 out of 10/10. Range melee/personal Travel.spd instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
![]() 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. |
![]() 2.0 T3 feet armor [Random Unique] Master/Psionic While equipped: Stats +3 Dex +4 Wil +4 Con +11 Lck dps ---------- Crit.mult +6.00% Mind.pwr +4 (+1 eff.) Res.pen +12% physical ----- def ----- Armour +5 Fatigue +3% Stealth +6 ---------- misc Stam/turn +0.50 Max.stam +19.00 Blindside: Puts all charms on 6 cooldown Level 3.0 Pwr.cost 6 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 29 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Cun +1 Wil dps ---------- Dmg.mod +9% mind ----- def ----- Armour +1 Fatigue -3% Phys.save +6 (+1 eff.) ---------- misc Max.enc +22 Infravis +3 Telepathy Demon/Minor Demon/Major A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Str +4 Cun +7 Con dps ---------- Phys.crit +2.0% Melee Ret 12 physical ----- def ----- Armour +3 Fatigue +3% Phys.save +28 (+3 eff.) Mind.save +19 (+1 eff.) ---------- misc Light +3 Telepathy Demon/Minor Humanoid/Orc Demon/Major A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy Armour Training [Rare] Arcane While equipped: Stats +4 Mag +9 Wil dps ---------- Spell.crit +4% Spell.pwr +8 (+1 eff.) Dmg.mod +15% arcane Melee Ret 22 blight ----- def ----- Armour +4 Fatigue +3% Resists +17% mind ---------- misc Max.vim +40.00 Blink to a nearby random location (rad 10) Puts all charms on 6 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% acid Res.pen +10% fire On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +1 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Fatigue +1% Resists +15% acid A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Str +3 Con dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Dmg.mod +9% nature Apr +4 ----- def ----- Armour +1 Fatigue +1% Resists +9% nature A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Fatigue +1% A pair of boots made of leather. |
![]() 3.0 T5 feet armor Reqs Heavy Armour Training [Ego+] Master While equipped: Stats +6 Cun +6 Con ----- def ----- Armour +5 Defense +10 (+2 eff.) Rng.Def +6 (+1 eff.) Fatigue +4% Phys.save +24 (+3 eff.) Mind.save +17 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T5 hands armor [Random Unique] Master While equipped: Stats +11 Str +13 Dex +14 Cun dps ---------- Mind.crit +4% Phys.pwr +17 (+1 eff.) Acc +10 (+2 eff.) Apr +13 Melee Ret 8 mind ----- def ----- Armour +3 Resists +9% lightning +3% acid Phys.save +15 (+2 eff.) Blind- +10% Cut- +10% Silence- +15% Stun/Frz- +25% ---------- misc Hate/m.crit +2.00 Telepathy Dragon Cooldown Double Strike -1 Unarmed combat: Power 143% Range: 1.1x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit / acc Acc +23 Apr +15 Crit +17.0% Atk.spd 100% On Crit.r2 +8 mind On Hit: 15% Perfect Strike 5 On Hit: 10% Set Up 5 Steady Shot: Puts all charms on 5 cooldown Level 3.0 Pwr.cost 5 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T3 hands armor [Random Unique] Arcane/Master While equipped: Stats +4 Mag +4 Wil +4 Con dps ---------- Melee+ 7 acid 13 light 8 fire 8 lightning 8 cold Dmg.mod +8% light +9% nature +9% darkness Melee Ret 8 darkness ----- def ----- Armour +2 Resists +11% light Phys.save +19 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +8 (+0 eff.) Disarm- +36% Unarmed combat: Power 111% Range: 1.1x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +13 ice +19 physical +18 acid +19 lightning +19 fire On Hit.r1 +8 arcane On Crit.r2 +4 arcane On Hit: 10% Juggernaut 1 On Hit: * 40% chance to inflict 15% damage reduction * Slows global speed by 20% * 11% chance to blind Juggernaut: (Instant) Puts all charms on 7 cooldown Level 4.0 Pwr.cost 7 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T5 hands armor [Random Unique] Arcane/Nature/Master While equipped: Stats +6 Mag +5 Cun +6 Con dps ---------- Crit.mult +15.00% Melee+ 13 acid Dmg.mod +11% acid ----- def ----- Armour +3 Fatigue -2% Resists +10% acid +10% light +9% darkness +5% arcane Phys.save +37 (+4 eff.) Spell.save +8 (+1 eff.) Mind.save +10 (+0 eff.) Disarm- +50% ---------- misc Infravis +2 Unarmed combat: Power 144% 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% Phasing +30% Melee+ +28 physical On Crit.r2 +15 acid +40 light +45 darkness On Hit: 10% Acid Breath 5 On Hit: 10% Juggernaut 1 Juggernaut: (Instant) Puts all charms on 7 cooldown Level 4.0 Pwr.cost 7 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% lightning ----- def ----- Armour +1 Resists +9% darkness HP.reg +1.10 ---------- misc Stam/turn +0.60 Max.stam +11.00 Unarmed combat: Power 92% Range: 1.1x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 100% On Hit.r1 +4 darkness On Hit: 10% Slumber 1 On Hit: * 40% chance to inflict 15% damage reduction Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +9 Mag +3 Cun ----- def ----- Defense +8 (+2 eff.) Stun/Frz- +20% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Unarmed combat: Power 145% Range: 1.4x Uses 70% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +15 Crit +10.0% Atk.spd 100% On Hit: 10% Blood Grasp 3 On Hit: 12% Soul Rot 3 On Hit: 8% Drain 2 Increases all damage by 4% of current vim Current Bonus: 0% Darkfire: Level 5.0 Pwr.cost 3 out of 12/12. Range 9 Travel.spd 400% of base Is a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 577.37 fire damage and 588.43 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Unarmed combat: Power 89% Range: 1.1x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 100% fire On Hit: 30% Flamespit 3 Flamespit: Level 2.4 Pwr.cost 2 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 438.31 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() 1.0 T5 hands armor [Random Unique] Master/Psionic While equipped: Stats +2 Cun +5 Con dps ---------- Melee+ 15 mind Dmg.mod +10% mind On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +3 Resists +10% mind Phys.save +30 (+4 eff.) Spell.save +8 (+1 eff.) Mind.save +10 (+0 eff.) HP.reg +3.90 Disarm- +50% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +1.40 Psi/ret +0.12 Max.stam +40.00 Max.hate +6.00 Telepathy Humanoid/Orc Unarmed combat: Power 130% 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+ +8 temporal +29 physical On Hit.r1 +4 mind On Crit.r2 +15 mind On Hit: 20% Psychic Lobotomy 5 On Hit: 10% Juggernaut 1 On Hit: 10% Slumber 5 Juggernaut: (Instant) Puts all charms on 7 cooldown Level 3.0 Pwr.cost 7 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 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. |
![]() 1.0 T5 hands armor [Random Unique] Arcane/Master While equipped: Stats +8 Dex +6 Cun +5 Con dps ---------- Melee+ 17 temporal Ranged+ 17 temporal Dmg.mod +3% mind +9% temporal Res.pen +15% temporal Acc +9 (+2 eff.) Apr +14 ----- def ----- Armour +3 Resists +13% temporal Phys.save +27 (+3 eff.) Spell.save +7 (+1 eff.) Mind.save +9 (+0 eff.) Disarm- +45% Unarmed combat: Power 129% Range: 1.1x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.2% crit / acc Acc +11 Apr +15 Crit +5.0% Atk.spd 100% Melee+ +4 temporal +23 physical +12 mind On Hit.r1 +8 temporal On Hit: 10% Juggernaut 1 On Hit: 15% Perfect Strike 5 On Hit: * 14% chance to gain 10% of a turn (3/turn limit) Steady Shot: Puts all charms on 5 cooldown Level 3.0 Pwr.cost 5 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T5 hands armor [Random Unique] Arcane/Nature/Psionic While equipped: dps ---------- Spell.crit +10% Crit.mult +10.00% Spell.pwr +11 (+1 eff.) Dmg.mod +9% arcane +6% blight Acc +7 (+2 eff.) Melee Ret 8 nature 8 arcane ----- def ----- Armour +3 Phys.save +10 (+1 eff.) Mind.save +10 (+0 eff.) HP.reg +5.30 Disarm- +48% ---------- misc Stam/turn +1.10 Mana/turn +0.40 Psi/turn +0.36 Max.mana +20.00 Unarmed combat: Power 129% Range: 1.1x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit / acc Acc +11 Apr +5 Crit +5.0% Atk.spd 100% Melee+ +8 blight +16 fire +19 arcane On Hit: 10% Perfect Control 5 On Hit: 10% Second Wind 1 On Hit: 10% Elemental Bolt 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 92% Range: 1.1x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +7 Crit +4.0% Atk.spd 100% Dmg.conv 40% item nature slow On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
![]() 1.5 T1 hands armor Reqs Heavy Armour Training [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +1% Mind.pwr +4 (+1 eff.) ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+1 eff.) Unarmed combat: Power 107% Range: 1.4x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 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 T5 hands armor Reqs Heavy Armour Training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Unarmed combat: Power 145% Range: 1.4x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +10 Crit +10.0% Atk.spd 83% Gauntlets. But with steam power! |
![]() 1.0 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% Cun, 40% Wil 40% Str, 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 6 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 795.41 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
![]() 1.5 T3 hands armor Reqs Heavy Armour Training [Rare] Master While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Dmg.mod +33% light +15% arcane Res.pen +25% light On Hit (Melee): * 34% chance to blind ----- def ----- Armour +2 Phys.save +11 (+2 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 122% Range: 1.4x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.1% dam / acc Acc +7 Apr +9 Crit +18.0% Atk.spd 83% Melee+ +8 light On Crit.r2 +8 arcane On Hit: 10% Set Up 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T3 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +27% temporal Res.pen +25% arcane +15% temporal Acc +8 (+2 eff.) Melee Ret 12 temporal ----- def ----- Armour +2 Phys.save +8 (+1 eff.) Mind.save +8 (+0 eff.) Disarm- +38% Unarmed combat: Power 115% Range: 1.1x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit / acc Acc +9 Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +8 arcane On Hit: 10% Perfect Control 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor Reqs Heavy Armour Training [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +13 (+3 eff.) ----- def ----- Armour +1 HP.reg +1.60 ---------- misc Stam/turn +0.80 Max.stam +16.00 Unarmed combat: Power 106% Range: 1.4x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.1% dam / acc Acc +7 Apr +3 Crit +8.0% Atk.spd 83% On Hit: 10% Slumber 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T5 head armor [Rare] Master While equipped: Stats +6 Con dps ---------- S.pwr/crit +8 Dmg.mod +9% arcane Melee Ret 20 darkness On Hit (Melee): * 45% chance to inflict 15% damage reduction ----- def ----- Armour +5 Fatigue +5% Phys.save +25 (+3 eff.) ---------- misc Mana/turn +0.12 Mana/s.crit +5.00 Max.vim +60.00 Infravis +5 See.Invis +12 A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Unique] Arcane You need to find something to bind its powers. While equipped: ----- def ----- Armour +3 Fatigue +3% Dmg.red +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
![]() 2.0 T5 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +18% lightning +9% physical +9% blight Acc +8 (+2 eff.) Apr +5 Melee Ret 24 blight ----- def ----- Defense +17 (+3 eff.) Rng.Def +14 (+2 eff.) Resists +27% lightning Die.at -100.00 life ---------- misc Vim/s.crit +4.00 Max.mana +60.00 Max.vim +30.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +7 Dex dps ---------- Dmg.mod +12% arcane +15% mind Melee Ret 16 arcane ----- def ----- Armour +3 Fatigue +3% Resists +15% mind +5% arcane A cap made of leather. |
![]() 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 (+2 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 2.0 Pwr.cost 8 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 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. 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 [Rare] Master While equipped: Stats +9 Dex dps ---------- Dmg.mod +24% blight +12% fire +27% arcane Res.pen +20% arcane +35% mind On Hit (Melee): * 20% chance to disease ----- def ----- Armour +5 Fatigue +5% Resists +27% blight +23% darkness +8% arcane ---------- misc Infravis +8 A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% darkness +12% mind +15% light Res.pen +20% mind Melee Ret 16 light ----- def ----- Defense +2 (+1 eff.) Resists +15% mind +26% darkness ---------- misc Infravis +7 See.Stealth +17 See.Invis +16 Circle of Warding: (Instant) Puts all charms on 9 cooldown Level 3.0 Pwr.cost 9 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 128%, and attempts to push all creatures other than yourself out of its radius, inflicting 78.07 light damage and 81.92 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Rare] Nature While equipped: Stats +11 Cun dps ---------- Dmg.mod +21% fire Acc +10 (+2 eff.) Melee Ret 20 fire On Melee Ret: * 17% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +24 (+4 eff.) Rng.Def +12 (+2 eff.) Fatigue +5% Resists +15% fire +9% light +18% temporal Mind.save +40 (+3 eff.) Confus- +30% ---------- misc Psi/ret +0.16 Telepathy Demon/Minor Demon/Major A cap made of leather. |
![]() 2.0 T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +20% arcane ---------- misc Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +5 Str dps ---------- Spell.crit +8% S.pwr/crit +4 Dmg.mod +3% blight +9% fire Phasing +20% Melee Ret 10 physical ----- def ----- Armour +11 Fatigue +5% Resists +12% acid +15% fire +11% lightning +15% cold Spell.save +30 (+4 eff.) ---------- misc Vim/s.crit +5.00 Infravis +4 Skullcracker: Puts all charms on 5 cooldown Level 3.0 Pwr.cost 5 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 2008.7 Physical damage. If the attack hits, the target is confused (46% 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 hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Rare] Master While equipped: Stats +10 Wil dps ---------- Phys.crit +2.0% Crit.mult +15.00% Phys.pwr +10 (+1 eff.) Dmg.mod +9% physical Apr +8 On Hit (Melee): * 39% chance to corrode armour by 30% ----- def ----- Armour +12 Fatigue +5% Resists +13% blight Phys.save +6 (+1 eff.) Mind.save +12 (+1 eff.) ---------- misc Max.stam +10.00 A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Str dps ---------- Crit.mult +3.00% Dmg.mod +15% nature Acc +6 (+2 eff.) Apr +2 ----- def ----- Armour +4 Defense +2 (+1 eff.) Resists +22% nature +2% physical HP.reg +0.80 ---------- misc See.Invis +3 Telepathy Humanoid/Orc A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +7 Mag +14 Wil +7 Cun dps ---------- Spell.pwr +6 (+1 eff.) Mind.pwr +6 (+1 eff.) Dmg.mod +18% mind ----- def ----- Armour +8 Defense +3 (+1 eff.) Resists +3% acid +18% mind +9% darkness Stun/Frz- +15% ---------- misc Stam/turn +0.20 Max.psi +30.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light +6% lightning Res.pen +20% lightning Melee Ret 8 lightning 20 light On Hit (Melee): * 30% chance to blind ----- def ----- Armour +1 Fatigue +1% Resists +27% lightning +7% cold ---------- misc Breathe water A cap made of leather. |
![]() 3.0 T5 head armor Reqs Heavy Armour Training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
![]() 2.0 T5 head armor [Random Unique] Arcane While equipped: Stats +13 Mag dps ---------- S.pwr/crit +6 Dmg.mod +15% temporal +10% light +6% blight +12% physical +20% arcane +15% darkness Res.pen +20% arcane ----- def ----- Defense +3 (+1 eff.) Spell.save +12 (+2 eff.) ---------- misc Vim/s.crit +4.00 Max.mana +83.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego++] Arcane While equipped: Stats +9 Mag +10 Con dps ---------- Dmg.mod +20% arcane ----- def ----- Defense +3 (+1 eff.) Shield.pwr +12% HP.reg +5.90 Arcane Eye: (Instant) Puts all charms on 3 cooldown Level 5.0 Pwr.cost 3 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +20% temporal ----- def ----- Defense +3 (+1 eff.) Resists +20% temporal Shield.pwr +15% HP.reg +5.70 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Arcane While equipped: Stats +4 Con dps ---------- Dmg.mod +15% darkness ----- def ----- Armour +10 Defense +12 (+2 eff.) Rng.Def +10 (+2 eff.) Resists +9% acid +15% light +6% lightning Spell.save +30 (+4 eff.) Mind.save +15 (+1 eff.) Blind- +10% Stun/Frz- +15% Knockbk- +25% Stone Wall: Puts all charms on 18 cooldown Level 1.0 Pwr.cost 18 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 11 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 637.54 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +14% arcane +9% blight Res.pen +20% light Melee Ret 16 light 8 blight On Hit (Melee): * 20% chance to disease ----- def ----- Defense +2 (+1 eff.) Resists +9% blight ---------- misc Max.mana +70.00 Light +2 A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Rare] Nature While equipped: Stats +3 Mag dps ---------- Phys.crit +5.0% Dmg.mod +20% physical Melee Ret 20 blight 16 physical ----- def ----- Armour +8 Defense +15 (+3 eff.) Rng.Def +12 (+2 eff.) Resists +6% arcane +20% physical Phys.save +21 (+3 eff.) ---------- misc Mana/turn +0.16 Max.mana +100.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego+] Nature/Master While equipped: Stats +9 Str +9 Dex ----- def ----- Armour +5 Fatigue +5% Resists +15% lightning +15% temporal A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: dps ---------- Phys.crit +5.0% Mind.crit +5% Crit.mult +15.00% Phys.pwr +8 (+1 eff.) Dmg.mod +9% mind Apr +4 ----- def ----- Armour +3 Fatigue +3% Phys.save +19 (+2 eff.) Mind.save +20 (+1 eff.) ---------- misc Stam/turn +1.00 Telepathy Demon/Minor Demon/Major A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +7 Str +3 Wil +4 Con dps ---------- Spell.pwr +18 (+2 eff.) Dmg.mod +9% arcane Phasing +20% Melee Ret 20 lightning ----- def ----- Armour +3 Fatigue +3% Phys.save +10 (+1 eff.) Mind.save +11 (+1 eff.) ---------- misc Max.mana +100.00 Battle Cry: Puts all charms on 7 cooldown Level 2.0 Pwr.cost 7 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +21% arcane Res.pen +25% arcane On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% fire Res.pen +25% fire ----- def ----- Armour +1 Fatigue +1% Resists +33% fire +6% cold A cap made of leather. |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
![]() 14.0 T5 heavy armor Reqs Heavy Armour Training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+2 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 11 out of 80/80. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Spit a cloud of flames, doing 232.01 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() 14.0 T1 heavy armor Reqs Heavy Armour Training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 14.0 T1 heavy armor Reqs Heavy Armour Training [Ego] Arcane/Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +16% cold +11% light +11% darkness A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy Armour Training [Random Unique] Arcane/Master While equipped: Stats +11 Str +3 Mag +7 Wil +5 Con dps ---------- Phys.crit +8.0% Spell.crit +9% Mind.crit +7% Phys.pwr +17 (+1 eff.) Spell.pwr +20 (+3 eff.) Mind.pwr +18 (+3 eff.) S.pwr/crit +6 Dmg.mod +9% fire Res.pen +5% blight Melee Ret 4 fire ----- def ----- Armour +20 Defense +4 (+1 eff.) Fatigue +16% Resists +14% lightning Max.HP +78.00 ---------- misc Mana/turn +0.04 A suit of armour made of mail. |
![]() 9.0 T4 light armor [Rare] Arcane While equipped: dps ---------- Melee+ 9 darkness Ranged+ 9 darkness Dmg.mod +39% blight +12% fire Res.pen +10% lightning Melee Ret 16 blight 16 fire ----- def ----- Armour +7 Defense +4 (+1 eff.) Fatigue +8% Resists +9% blight +22% temporal +24% darkness +12% fire Def/telep +26 Res/telep +26% Dur/telep +26% Blink to a nearby random location (rad 13) Puts all charms on 6 cooldown A suit of armour made of leather. |
![]() 9.0 T5 light armor [Rare] Master While equipped: Stats +2 Wil dps ---------- Crit.mult +15.00% Spell.pwr +10 (+1 eff.) Dmg.mod +18% acid Res.pen +35% blight Melee Ret 34 nature On Hit (Melee): * 45% chance to corrode armour by 30% * 45% chance to daze at end of turn ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +8% Resists +30% acid +29% fire Spell.save +15 (+2 eff.) ---------- misc Max.mana +60.00 A suit of armour made of leather. |
![]() 9.0 T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Cun +5 Mag dps ---------- Crit.mult +20.00% Spell.pwr +10 (+1 eff.) Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+3 eff.) Resists +30% temporal +30% darkness +30% cold Stealth +10 ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Shades +0.10 Cunning/Stealth Turn yourself invisible (power 60, based on Cunning and Magic) for 10 turns. Uses 11 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
![]() 9.0 T5 light armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +6.0% Crit.mult +20.00% Phys.pwr +10 (+1 eff.) Dmg.mod +21% arcane Melee Ret 24 lightning ----- def ----- Armour +14 Defense +5 (+1 eff.) Fatigue +8% Resists +15% acid +45% cold +6% arcane +9% lightning ---------- misc Breathe water A suit of armour made of leather. |
![]() 9.0 T2 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +27% fire Res.pen +25% fire Melee Ret 14 physical 12 darkness 16 fire ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +12% fire A suit of armour made of leather. |
![]() 9.0 T2 light armor [Rare] Arcane While equipped: dps ---------- Res.pen +10% fire +15% darkness +10% mind Melee Ret 20 mind On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +7% arcane +6% fire +9% mind +12% darkness Spell.save +16 (+2 eff.) A suit of armour made of leather. |
![]() 9.0 T5 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +9 Str +10 Dex +9 Wil +9 Cun dps ---------- Dmg.mod +6% lightning Res.pen +15% lightning Melee Ret 4 light On Hit (Melee): * 30% chance to daze at end of turn * 40% chance to blind ----- def ----- Armour +8 Defense +15 (+3 eff.) Fatigue +8% Resists +6% darkness Phys.save +20 (+3 eff.) Mind.save +25 (+2 eff.) Max.HP +59.00 ---------- misc Light +1 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 (+2 eff.) Rng.Def +4 (+1 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+2 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 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+2 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() 9.0 T5 light armor [Random Unique] Nature While equipped: Stats +10 Wil dps ---------- Dmg.mod +24% darkness +6% lightning Melee Ret 25 light 8 acid ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +8% Resists +12% lightning +59% darkness +71% blight +12% fire +8% arcane +3% cold Spell.save +6 (+1 eff.) Max.HP +60.00 ---------- misc Light +4 A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego++] Psionic While equipped: Stats +13 Cun +9 Wil ----- def ----- Armour +17 Defense +20 (+4 eff.) Fatigue +8% Mind.save +50 (+4 eff.) A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +8.0% Apr +14 ----- def ----- Armour +6 Defense +13 (+2 eff.) Fatigue +8% HP.reg +5.60 ---------- misc Stam/turn +2.80 Second Wind: (Instant) Puts all charms on 8 cooldown Level 3.0 Pwr.cost 8 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 252 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() 17.0 T5 massive armor Reqs Heavy Armour Training 3 [Ego+] Nature While equipped: ----- def ----- Armour +22 Defense +9 (+2 eff.) Fatigue +26% Resists +14% acid +13% cold ---------- misc Breathe water A suit of armour made of metal plates. |
![]() 6.0 T3 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag dps ---------- Dmg.mod +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+2 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
![]() 7.0 T4 shield armor Reqs Heavy Armour Training 2 [Unique] Arcane While equipped: dps ---------- Spell.pwr +8 (+1 eff.) Melee Ret 24 darkness 24 fire ----- def ----- Armour +18 Defense +8 (+2 eff.) Rng.Def +12 (+2 eff.) Fatigue +25% Resists +20% darkness +35% fire ---------- misc Talents +5 Block This rugged stone shield flickers with bursts of pitch black flame. |
![]() 7.0 T3 shield armor Reqs Heavy Armour Training 2 [Rare] Nature While equipped: dps ---------- Melee+ 8 acid Dmg.mod +9% arcane +15% temporal Melee Ret 25 acid 16 arcane ----- def ----- Armour +2 Defense +8 (+2 eff.) Rng.Def +8 (+1 eff.) Fatigue +12% Resists +5% arcane +15% temporal Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Talents +3 Block Handheld deflection devices. |
![]() 7.0 T1 shield armor Reqs Heavy Armour Training 2 [Rare] Master While equipped: Stats +2 Str +2 Dex ----- def ----- Armour +2 Defense +13 (+2 eff.) Rng.Def +13 (+2 eff.) Fatigue +6% Resists +16% lightning ---------- misc Stam/turn +0.20 Talents +1 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor Reqs Heavy Armour Training 2 [Unique] Master While equipped: Stats +10 Con ----- def ----- Armour +4 Defense +14 (+3 eff.) Rng.Def +14 (+2 eff.) Fatigue +19% Resists +25% blight HP.reg +5.00 ---------- misc Talents +5 Block Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
![]() 7.0 T5 shield armor Reqs Heavy Armour Training 2 [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+2 eff.) ----- def ----- Armour +4 Defense +8 (+2 eff.) Rng.Def +10 (+2 eff.) Fatigue +0% Resists +30% temporal Dmg.red +20 all Spell.save +20 (+3 eff.) Proj.slow +50% ---------- misc Talents +5 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
![]() 7.0 T5 shield armor Reqs Heavy Armour Training 2 [Unique] Arcane While equipped: dps ---------- Melee Ret 10 darkness ----- def ----- Armour +9 Defense +12 (+2 eff.) Rng.Def +15 (+3 eff.) Fatigue +28% Resists +2% all ---------- misc Talents +5 Block Masteries +0.20 Technique/Shield defense +0.20 Technique/Shield offense +0.20 Corruption/Doom shield ShadowPwr +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
![]() 7.0 T5 shield armor Reqs Heavy Armour Training 2 [Ego++] Arcane While equipped: Stats +6 Dex dps ---------- Melee Ret 20 temporal On Melee Ret: * 19% chance to daze at end of turn ----- def ----- Armour +3 Defense +12 (+2 eff.) Rng.Def +12 (+2 eff.) Fatigue +14% Resists +18% lightning +20% temporal ---------- misc Talents +5 Block Time Shield: (Instant) Puts all charms on 7 cooldown Level 3.0 Pwr.cost 7 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (640) is absorbed, or the time runs out (8 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 46%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
![]() 7.0 T2 shield armor Reqs Heavy Armour Training 2 [Rare] Master While equipped: Stats +5 Cun dps ---------- Mind.crit +2% Dmg.mod +21% mind Res.pen +15% mind ----- def ----- Armour +2 Defense +6 (+1 eff.) Rng.Def +6 (+1 eff.) Fatigue +8% Resists +20% cold Mind.save +20 (+1 eff.) Heal/summ +30 ---------- misc Psi/ret +0.16 Telepathy Dragon Talents +2 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Heavy Armour Training 2 [Ego+] Arcane While equipped: ----- def ----- Armour +3 Defense +12 (+2 eff.) Rng.Def +12 (+2 eff.) Fatigue +14% ---------- misc Wards +6 lightning +2 temporal +6 blight +6 fire +6 cold Talents +1 Ward +5 Block Handheld deflection devices. |
![]() 3.0 T5 arrow ammo [Random Unique] Arcane/Master Power 185% Range: 1.4x Uses 40% Wil, 50% Str, 50% Mag 70% Dex Dmg Acid Acc+ +0.2% crit / acc Apr +33 Crit +21.0% Capacity 22 Proj.spd +200% Ranged+ +38 acid +30 blight +24 arcane On Hit.r1 +8 acid On Crit.r2 +4 acid On Hit: 10% Epidemic 5 On Hit: * 68% chance to corrode armour by 30% * 30% chance to disease On Crit: * splashes the target with acid Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 arrow ammo [Unique] Psionic Power 127% Range: 1.4x Uses 60% Wil, 60% Dex, 50% Mag 50% Str Dmg Mind Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Capacity 20 On Crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
![]() 3.0 T5 arrow ammo [Ego++] Arcane/Master Power 166% Range: 1.4x Uses 40% Wil, 70% Dex, 50% Mag 50% Str Dmg Physical Acc+ +0.2% crit / acc Apr +18 Crit +26.0% Capacity 22 On Hit: * Random elemental explosion On Crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Ego++] Disrupt/Psionic Power 165% Range: 1.4x Uses 40% Wil, 70% Dex, 50% Mag 50% Str Dmg Physical Acc+ +0.2% crit / acc Apr +18 Crit +3.0% Capacity 22 Ranged+ +45 darkness Against +30% Living +38% Unnatural On Hit: * disrupts spell-casting Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+0 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+0 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+0 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+0 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+0 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+0 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +27% lightning Melee Ret 4 light On Hit (Melee): * 15% chance to blind ----- def ----- Fatigue -5% Resists +6% light While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +4 Cun +2 Str dps ---------- Dmg.mod +9% arcane Acc +8 (+2 eff.) Melee Ret 12 arcane 20 blight ----- def ----- Resists +15% blight +5% arcane ---------- misc Infravis +5 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +21% acid +15% mind Res.pen +15% arcane Melee Ret 8 acid ----- def ----- Resists +15% mind ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T5 digger tool [Ego+] Nature While equipped: Stats +3 Str ----- def ----- Phys.save +15 (+2 eff.) Spell.save +15 (+2 eff.) Mind.save +14 (+1 eff.) Max.HP +90.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +11 Str +8 Wil dps ---------- Phys.crit +12.0% Mind.crit +13% Res.pen +10% arcane ----- def ----- Armour +10 Defense +15 (+3 eff.) Resists +20% physical ---------- misc Light +2 See.Invis +6 Telepathy Dragon While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 18 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T4 injector tool [Unique] Steamtech While equipped: Stats +5 Cun ----- def ----- Defense +12 (+2 eff.) Phys.save +15 (+2 eff.) Spell.save +15 (+2 eff.) Mind.save +15 (+1 eff.) Inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack. Uses 1 power out of 20/20 Activation is instant. This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as 'invigorating' and 'increasing the combat potency.' |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +8 Str +6 Wil +2 Con dps ---------- Dmg.mod +5% mind ----- def ----- Fatigue -8% ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Master While equipped: Stats +3 Wil dps ---------- Res.pen +10% mind Melee Ret 4 mind 4 blight ----- def ----- Mind.save +6 (+0 eff.) ---------- misc Light +5 Telepathy Dragon A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T3 lite [Rare] Psionic While equipped: Stats +6 Str +4 Mag +9 Wil dps ---------- Dmg.mod +11% mind Melee Ret 12 fire ---------- misc Light +6 Infravis +3 Telepathy Dragon Demon/Major Demon/Minor A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% fire Res.pen +15% fire Melee Ret 4 light 12 fire ----- def ----- Resists +9% fire Mind.save +6 (+0 eff.) ---------- misc Light +2 See.Stealth +5 See.Invis +7 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 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 6 out of 25/25. Range 8 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 810.57 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 810.57 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +12% acid Res.pen +20% nature On Hit (Melee): * Slows global speed by 15% * 30% chance to corrode armour by 30% ----- def ----- Resists +12% acid Phys.save +6 (+1 eff.) Heal.mod +13% ---------- 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 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (171 power, based on Willpower). Uses 3 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 T3 lite [Rare] Arcane While equipped: Stats +3 Dex +3 Mag +11 Wil dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) ----- def ----- Resists +8% blight +11% darkness ---------- misc Light +3 Infravis +8 See.Invis +29 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 7 cooldown Level 2.0 Pwr.cost 7 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 150 blight damage or heals 72 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +5% fire ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+0 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 5 out of 25/25. Range 10 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 31 points of damage the target suffers will reduce the effect duration by one turn. When Sleep 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. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 7 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Teleport the user to another zone after 40 turns. Uses 1 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 2641.76 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 6 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T4 shot ammo [Unique] Nature/Steamtech Power 124% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Dmg Nature Acc+ +0.1% dam / acc Apr +8 Crit +2.0% Capacity 20 On Crit: * bursts into an cloud of spydric poison, pinning those inside (with a 10 turn cooldown) Ready to trigger! A dedicated technician seems to have built pockets of spider venom into these rounds. It's not clear how happy the spiders were about this. |
![]() 3.0 T5 shot ammo [Ego] Arcane Power 162% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +6 Crit +7.0% Capacity 20 Ranged+ +20 blight +20 acid On Hit: * 19% chance to disease On Crit: * splashes the target with acid Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Ego++] Arcane/Psionic Power 180% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +18 Crit +7.0% Capacity 55 Rld cld 3 On Hit: * 25% chance to put talents on cooldown Shots are used with slings to pummel your foes to death. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +30% mind Melee Ret 8 mind On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +15% darkness Absorb and nullify at most 1 detrimental mental status effects in the next 10 turns Puts all charms on 3 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +15% lightning +10% nature Melee Ret 8 nature On Hit (Melee): * Slows global speed by 30% * 30% chance to daze at end of turn ----- def ----- Resists +6% lightning Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 27 for 7 turns Puts all charms on 5 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +24% fire Res.pen +10% light Melee Ret 16 light ----- def ----- Resists +12% light ---------- misc Light +3 Remove up to 1 poisons or diseases from a target within range 10 (based on Willpower) Puts all charms on 3 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: Stats +2 Con dps ---------- Melee Ret 16 physical ----- def ----- Resists +9% temporal +5% arcane +3% darkness ---------- misc Max.stam +10.00 Heal a target within range 10 (based on Willpower) for 77 Puts all charms on 5 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Crit.mult +3.00% Apr +1 Melee Ret 8 physical ----- def ----- Defense +9 (+2 eff.) Rng.Def +9 (+2 eff.) Resists +3% physical Phys.save +34 (+4 eff.) ---------- misc Talents +1 Invoke Tentacle +5 Lay Web Cooldown Invoke Tentacle +5 Lay Web -1 Harden the skin for 7 turns increasing armour by 73 and armour hardiness by 70% Puts all charms on 5 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: Stats +9 Str +6 Dex +4 Mag +2 Cun ----- def ----- Resists +6% fire Harden the skin for 7 turns increasing armour by 46 and armour hardiness by 50% Puts all charms on 5 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning Melee Ret 20 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +6% lightning Heal a target within range 10 (based on Willpower) for 110 Puts all charms on 5 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T5 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% light +12% fire Res.pen +33% light +15% fire Melee Ret 12 darkness 8 fire ----- def ----- Resists +21% darkness ---------- misc Light +4 Reveal the area around you, dispelling darkness (radius 16, power 110 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 2 cooldown 100% to regenerate 11 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T4 wand charm [Rare] Arcane While equipped: Stats +2 Cun dps ---------- Res.pen +30% mind +25% physical ----- def ----- Armour +16 Resists +15% acid +3% physical +6% arcane Mind.save +51 (+4 eff.) ---------- misc Max.psi +30.00 Talents +4 Strike Cooldown Strike -1 Creates a wall of flames lasting 4 turns (dealing 880 fire damage overall) Puts all charms on 2 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T4 wand charm [Rare] Arcane While equipped: dps ---------- Mind.crit +3% Crit.mult +15.00% Dmg.mod +15% mind ----- def ----- Heal/summ +62 ---------- misc Equi/ret +0.20 Hate/m.crit +4.00 Telepathy Dragon Disarm traps (96 bonus disarm power, based on Magic) along a range 5 line 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. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 7 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+1 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+0 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+1 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+0 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In a selfless act, you sacrificed yourself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
Achievements
By Furby the Yeek Alchemist level 47
1st Summertide 122nd year of Ascendancy at 20:50 see stats
By Furby the Yeek Alchemist level 47
1st Summertide 122nd year of Ascendancy at 06:33 see stats
By Furby the Yeek Alchemist level 50
59th Haze 122nd year of Ascendancy at 20:35 see stats
By Furby the Yeek Alchemist level 50
58th Haze 122nd year of Ascendancy at 19:07 see stats
By Furby the Yeek Alchemist level 50
2nd Flare 122nd year of Ascendancy at 03:09 see stats
By Furby the Yeek Alchemist level 50
41st Haze 122nd year of Ascendancy at 15:25 see stats
By Furby the Yeek Alchemist level 49
2nd Summertide 122nd year of Ascendancy at 15:20 see stats
By Furby the Yeek Alchemist level 10
78th Pyre 122nd year of Ascendancy at 23:39 see stats
By Furby the Yeek Alchemist level 35
7th Mirth 122nd year of Ascendancy at 19:39 see stats
By Furby the Yeek Alchemist level 28
5th Mirth 122nd year of Ascendancy at 18:56 see stats
By Furby the Yeek Alchemist level 50
60th Haze 122nd year of Ascendancy at 04:55 see stats
By Furby the Yeek Alchemist level 50
70th Regrowth 123rd year of Ascendancy at 17:20 see stats
By Furby the Yeek Alchemist level 31
6th Mirth 122nd year of Ascendancy at 16:35 see stats
By Furby the Yeek Alchemist level 50
71st Regrowth 123rd year of Ascendancy at 18:05 see stats
By Furby the Yeek Alchemist level 10
78th Pyre 122nd year of Ascendancy at 23:39 see stats
By Furby the Yeek Alchemist level 20
3rd Mirth 122nd year of Ascendancy at 15:03 see stats
By Furby the Yeek Alchemist level 30
6th Mirth 122nd year of Ascendancy at 10:39 see stats
By Furby the Yeek Alchemist level 40
8th Mirth 122nd year of Ascendancy at 18:03 see stats
By Furby the Yeek Alchemist level 50
3rd Summertide 122nd year of Ascendancy at 01:43 see stats
By Furby the Yeek Alchemist level 32
6th Mirth 122nd year of Ascendancy at 22:41 see stats
By Furby the Yeek Alchemist level 50
73rd Regrowth 123rd year of Ascendancy at 16:33 see stats
By Furby the Yeek Alchemist level 50
60th Haze 122nd year of Ascendancy at 17:41 see stats
By Furby the Yeek Alchemist level 50
73rd Regrowth 123rd year of Ascendancy at 16:34 see stats
By Furby the Yeek Alchemist level 7
76th Pyre 122nd year of Ascendancy at 08:53 see stats
By Furby the Yeek Alchemist level 3
74th Pyre 122nd year of Ascendancy at 16:45 see stats
By Furby the Yeek Alchemist level 49
2nd Summertide 122nd year of Ascendancy at 22:48 see stats
By Furby the Yeek Alchemist level 50
53rd Dusk 122nd year of Ascendancy at 21:37 see stats
By Furby the Yeek Alchemist level 50
72nd Regrowth 123rd year of Ascendancy at 13:48 see stats
By Furby the Yeek Alchemist level 23
5th Mirth 122nd year of Ascendancy at 05:13 see stats
By Furby the Yeek Alchemist level 50
70th Regrowth 123rd year of Ascendancy at 07:22 see stats
By Furby the Yeek Alchemist level 18
2nd Mirth 122nd year of Ascendancy at 16:42 see stats
By Furby the Yeek Alchemist level 50
3rd Flare 122nd year of Ascendancy at 05:59 see stats
By Furby the Yeek Alchemist level 5
75th Pyre 122nd year of Ascendancy at 01:23 see stats
By Furby the Yeek Alchemist level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Furby the Yeek Alchemist level 46
10th Mirth 122nd year of Ascendancy at 22:03 see stats
Log
Furby's spell attains critical power!
Furby casts Channel Staff.
Furby's spell attains critical power!
Furby's Channel Staff hits Elandar for 52356 lightning damage.
Furby's Channel Staff hits Elandar for 55404 lightning damage.
Elandar casts Assemble.
Furby HEALS from fire damage!
Lava floor hits Furby for 0 fire, 5 healing (0 total damage) [5 healing].
Furby casts Channel Staff.
Furby's spell attains critical power!
Furby casts Channel Staff.
Furby's spell attains critical power!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
New Achievement: Portal reaver (Madness (Roguelike) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Furby's Channel Staff hits Elandar for 56662 lightning damage.
Furby's Channel Staff killed Elandar!
Furby HEALS from fire damage!
Lava floor hits Furby for 0 fire, 7 healing (0 total damage) [7 healing].
Saving game...
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: Selfless (Madness (Roguelike) difficulty)!
Saving done.
Furby is no longer surging arcane power.
Furby deactivates Range Amplification Device.
Furby no longer feels strong.
Furby deactivates Roll With It.