










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: QuickTome: Remove Stat Requirements 1.4.8 Experience Controller 1.4.8
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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.
Angelus Errare 1.4.6Increases the chance for special farportal events after winning the game. Eases access to the eidolon plane for roguelike winners. 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 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:
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. 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: Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Nyles GOD Mode light 1.4.8In-game menu option to toggle a GODMODE cheat that gives the player invincibility. Version with HP God Mode only. All credits to Nyles, https://te4.org/games/addons/tome/nyles-godmode (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.
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.
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
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. Post Effects fixes 1.5.5The addon improves gamefield view during different post effects Here is details about what been changed: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Yeeks can survive a win 1.4.8With this, the die-or-die situation is 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. 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!) More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Items Vault 1.5.0Donators/Buyers bonus! 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:
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. 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 | Ghoul |
Class | Possessor |
Level / Exp | 50 / 511% |
Size | medium |
Lifes / Deaths | Killed by Doomed Shade of Facemelter at level 50 on the 35th Dusk 123rd year of Ascendancy at 19:01 / 2Killed by Doomed Shade of Facemelter at level 50 on the 35th Dusk 123rd year of Ascendancy at 19:05 |
Primary Stats
Strength | 118 (base 60) |
Dexterity | 120 (base 63) |
Constitution | 121 (base 64) |
Magic | 141 (base 64) |
Willpower | 149 (base 61) |
Cunning | 155 (base 60) |
Resources
Life | -33824/123028 |
Equilibrium | 0 |
Psi | 0/2066 |
Healing Factor | 1.7221649484537 |
Regeneration | 17412.827015464 |
Speed
Mental | +273.2% |
Attack | +263.2% |
Movement | +441% |
Spell | +263.2% |
Global | +468.11933701657% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 17 |
See Stealth | 162.88066648395 |
See Invisible | 167.88066648395 |
ESP Range | 10 |
ESP Kinds | dragon, demon/major, demon/minor |
Offense: Mainhand
Damage | 983 |
Accuracy | 146 |
Crit Chance | 124% |
APR | 184 |
Speed | 0.27 |
Offense: Spell
Spellpower | 127 |
Crit Chance | 100% |
Speed | 0.27533039647577 |
Cooldown Reduction | 95.55 |
Offense: Mind
Mindpower | 154 |
Crit Chance | 100% |
Speed | 0.27533039647577 |
Offense: Damage Bonus
Acid | +129% |
Blight | +119% |
Arcane | +113% |
Cold | +113% |
All | +15% |
Mind | +213% |
Lightning | +113% |
Light | +138% |
Temporal | +113% |
Physical | +151% |
Darkness | +143% |
Fire | +113% |
Nature | +123% |
Offense: Damage Penetration
Acid | +108% |
Blight | +108% |
Arcane | +108% |
Cold | +108% |
All | +10% |
Mind | +169% |
Lightning | +108% |
Light | +133% |
Temporal | +108% |
Physical | +108% |
Darkness | +139% |
Fire | +108% |
Nature | +108% |
Defense: Base
Armour (hardiness) | 225.50535305394 (100%) |
Defense | 87 |
Ranged Defense | 90 |
Fatigue | 0 |
Physical Save | 185 |
Spell Save | 185 |
Mental Save | 185 |
Defense: Resistances
Acid | +100%(100%) |
Blight | +100%(100%) |
Arcane | +100%(100%) |
Cold | +100%(100%) |
All | +113%(100%) |
Mind | +100%(100%) |
Lightning | +100%(100%) |
Light | +100%(100%) |
Temporal | +100%(100%) |
Physical | +100%(100%) |
Darkness | +100%(100%) |
Fire | +100%(100%) |
Nature | +100%(100%) |
Defense: Immunities
Stun Resistance | 50% |
Confusion Resistance | 35% |
Fear Resistance | 100% |
Poison Resistance | 80% |
Silence Resistance | 0% |
Bleed Resistance | 100% |
Disarm Resistance | 50% |
Pinning Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 43% |
Inscriptions (2/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
Psionic / Possession | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psionic menace | 4.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Solipsism | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Deep horror | 4.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Battle psionics | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Body snatcher | 11.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psychic blows | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Mindstar mastery | 11.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Ravenous mind | 8.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Undead / Ghoul | 0.70 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 11.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 11.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Mentalism | 4.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
beneficial effect | All stats increased by 59. Pain Enhancement System |
detrimental effect | All direct healing done to the target fails, and is instead redirected to Doomed Shade of Facemelter at 98% effectiveness. Healing Nexus Redirection |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+84% global speed). Clarity |
detrimental effect | Stolen talent: Projection Mind Steal |
detrimental effect | The target's mind has been invaded, increasing all mind damage it receives from Doomed Shade of Facemelter by 184%. Mind Link |
detrimental effect | The target is losing hope, all damage it does is reduced by 15%. Numbing Darkness |
beneficial effect | Immune to physical effects. Spine of the World |
detrimental effect | The target has been splashed with acid, reducing armour by 30% (64). Armor Corroded |
beneficial effect | Mindpower (raw) increased by 28. Sadist |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You have 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. The abominable task is done. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You failed to protect the injured seer from death by Facemelter. Escort: injured seer (level 8 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by Facemelter. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You failed to protect the lost anorithil from death by Facemelter. Escort: lost anorithil (level 3 of Trollmire) | failed |
You failed to protect the lost anorithil from death by Facemelter. Escort: lost anorithil (level 6 of Dreadfell) | failed |
You failed to protect the lost tinker from death by Facemelter. Escort: lost tinker (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost warrior from death by Facemelter. Escort: lost warrior (level 2 of Trollmire) | failed |
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 Murgol. * 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 |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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 AlchemistsAgrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed xorn fragment. * You've found the needed black mamba head. | 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. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T5 feet armor [Rare] Master While equipped: Stats +5 Mag dps ---------- Mind.crit +3% Mind.pwr +10 (+2 eff.) Res.pen +33% mind Melee Ret 26 mind ----- def ----- Armour +15 Fatigue +4% Resists +15% lightning +9% cold Heal/summ +30 ---------- misc Hate/m.crit +6.00 Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T3 shot ammo [Rare] Master Power 155% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +12 Crit +5.0% Capacity 23 Proj.spd +200% Ranged+ +14 bleed On Hit.r1 +16 physical On Hit: * 40 arcane resource burn On Crit: * wounds the target for 7 turns: 39 bleeding, 91% reduced healing While equipped: ---------- misc Reload +2 Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T3 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% mind Melee Ret 12 mind 16 darkness On Hit (Melee): * 33% chance to corrode armour by 30% * 33% chance to inflict 15% damage reduction ----- def ----- Resists +6% darkness Mind.save +11 (+1 eff.) ---------- misc Light +3 See.Stealth +12 See.Invis +17 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +8 Cun dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +16% acid +24% mind ----- def ----- Defense +2 (+1 eff.) Resists +24% acid Mind.save +34 (+3 eff.) ---------- misc Equi/ret +0.12 Hate/m.crit +5.00 A pointy cloth hat, very wizardly... |
Tool | ![]() 3.0 T5 digger tool [Random Unique] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.crit +1.0% Crit.mult +48.00% Phys.pwr +23 (+2 eff.) Dmg.mod +10% nature Res.pen +10% light Apr +16 ----- def ----- Resists +14% nature Die.at -60.00 life HP.reg +0.20 Heal.mod +15% ---------- misc Stam/turn +0.60 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T5 ring jewelry [Rare] Master While equipped: dps ---------- Crit.mult +20.00% Mind.pwr +10 (+2 eff.) Melee Ret 26 mind ----- def ----- Resists +6% light Mind.save +18 (+2 eff.) Max.HP +50.00 Disarm- +50% Pinning- +50% Knockbk- +43% ---------- misc Equi/ret +0.32 Hate/m.crit +2.00 Telepathy Demon/Minor Demon/Major Rings can have magical properties. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +2 Mag +16 Wil +16 Cun dps ---------- Spell.crit +1% Phys.pwr +10 (+1 eff.) Spell.pwr +15 (+2 eff.) Mind.pwr +45 (+6 eff.) Dmg.mod +6% blight Acc +2 (+0 eff.) On Hit (Melee): * 40% chance to daze at end of turn ----- def ----- Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Phys.save +3 (+0 eff.) Rings can have magical properties. |
Around waist | ![]() 1.0 T5 belt armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +8 (+1 eff.) Dmg.mod +18% mind Res.pen +31% darkness ----- def ----- Resists +9% darkness Mind.save +41 (+4 eff.) Heal/summ +20 ---------- misc Hate/m.crit +3.00 Max.psi +60.00 Telepathy Dragon A belt that goes around your waist. |
In main hand | ![]() 5.0 T4 greatmaul 2H weapon [Unique] Master/Psionic Power 175% Range: 1.5x Uses 110% Wil, 50% Mag, 70% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Melee+ +20 mind On Hit: * 21% chance to cause random gloom * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +5% Mind.pwr +15 (+2 eff.) Dmg.mod +10% mind +28% physical ---------- misc Stam/turn +0.80 Psi/turn +0.10 Talents +3 Hammer Toss +3 Dream Smith's Hammer Cooldown Hammer Toss -2 A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
On hands | ![]() 1.5 T5 hands armor [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag dps ---------- Dmg.mod +15% all Res.pen +10% all ----- def ----- Armour +15 ---------- misc Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Unarmed combat: Power 147% Range: 1.4x Uses 60% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +10 Crit +7.0% Atk.spd 83% On Hit: 20% Obliterating Smash 3 Your Obliterating Smash can destroy walls. Obliterating Smash: Level 3.3 Pwr.cost 6 out of 25/25. Range 3 Travel.spd instantaneous Is a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 151% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 17. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
Main armor | ![]() 14.0 T4 heavy armor [Rare] Master While equipped: dps ---------- Dmg.mod +30% mind Res.pen +28% mind Melee Ret 8 mind 18 physical ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +16% Resists +17% mind A suit of armour made of mail. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +5 Cun +2 Wil dps ---------- Phys.crit +3.0% Crit.mult +33.00% Dmg.mod +9% mind Acc +19 (+2 eff.) Apr +15 ----- def ----- Armour +16 Defense +12 (+3 eff.) Rng.Def +9 (+2 eff.) Resists +24% cold Stealth +15 Max.HP +60.00 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 T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Str +6 Mag +3 Wil +1 Cun +3 Con dps ---------- Phys.pwr +9 (+1 eff.) Phys.spd +10% Melee+ 30 light 29 darkness Dmg.mod +10% physical +25% light +30% darkness Res.pen +15% light On Melee Ret: * 22% chance to blind * 30% chance to inflict 15% damage reduction Amulets can have magical properties. |
Inventory
![]() 0.1 T3 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 22% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 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 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 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +19 Lck +10 Con dps ---------- Acc +20 (+3 eff.) On Hit (Melee): * Slows global speed by 30% ----- def ----- Defense +20 (+4 eff.) Resists +12% fire +12% mind +6% darkness Unseen.red 19% ---------- misc Masteries +0.40 Psionic/Solipsism +0.40 Wild-gift/Harmony Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+0 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire to your side for 15 turns. Uses 14 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Juggernaut: (Instant) Level 2.0 Pwr.cost 7 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Crit.mult +17.00% Acc +7 (+1 eff.) Apr +14 ----- def ----- Resists +9% nature Spell.save +6 (+0 eff.) Mind.save +6 (+0 eff.) Blind- +10% Confus- +15% Stun/Frz- +10% ---------- misc Max.stam +25.00 Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 T4 amulet jewelry [Rare] Master While equipped: dps ---------- Res.pen +28% nature +20% temporal On Hit (Melee): * Slows global speed by 33% * 40% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +9% temporal ---------- misc Masteries +0.31 Psionic/Mentalism +0.31 Wild-gift/Harmony Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Disrupt/Master While equipped: Stats +5 Cun +6 Con dps ---------- Crit.mult +16.00% Dmg.mod +6% mind Acc +7 (+1 eff.) Apr +16 ----- def ----- Resists +20% blight +6% cold +24% nature +3% light Phys.save +14 (+0 eff.) Max.HP +62.00 HP.reg +1.00 Poison- +42% Disease- +50% 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 T5 ring jewelry [Random Unique] Arcane While equipped: Stats +8 Cun +6 Mag dps ---------- Phys.pwr +12 (+1 eff.) Spell.pwr +22 (+3 eff.) Mind.pwr +11 (+2 eff.) Melee+ 42 light Ranged+ 43 light Dmg.mod +9% mind Melee Ret 12 mind On Hit (Melee): * 34% chance to blind On Hit (Ranged): * 17% chance to blind ----- def ----- Resists +6% temporal ---------- misc Psi/ret +0.12 Max.hate +8.00 Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Dmg.mod +12% lightning +12% fire +12% arcane +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +10 Cun +10 Wil dps ---------- Melee+ 19 bleed Ranged+ 20 bleed Dmg.mod +18% acid +6% light Res.pen +15% nature On Hit (Melee): * 20% chance to cause random gloom On Hit (Ranged): * 20% chance to cause random gloom ----- def ----- Resists +51% acid +3% temporal +6% nature +6% darkness Mind.save +20 (+2 eff.) ---------- misc Hate/m.crit +3.00 Max.hate +15.00 Bleeding Edge: Puts all charms on 5 cooldown Level 4.0 Pwr.cost 5 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+0 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +9 Dex +8 Wil +8 Cun dps ---------- Dmg.mod +6% arcane Res.pen +5% fire Acc +11 (+1 eff.) Melee Ret 12 blight ----- def ----- Phys.save +9 (+0 eff.) Spell.save +45 (+0 eff.) Mind.save +30 (+3 eff.) ---------- misc Vim/s.crit +1.00 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +30% arcane +18% lightning Melee Ret 12 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +6% lightning Silence- +27% ---------- misc Mana/turn +0.12 Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+0 eff.) Spell.save +10 (+0 eff.) Mind.save +10 (+1 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +3 Wil dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +13% darkness +9% fire ----- def ----- Resists +26% darkness +27% fire Mind.save +30 (+3 eff.) Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +8 (+0 eff.) Acc +11 (+1 eff.) Apr +9 ----- def ----- Defense +8 (+2 eff.) Resists +15% temporal Die.at -60.00 life HP.reg +1.40 Disengage: Puts all charms on 3 cooldown Level 2.0 Pwr.cost 3 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +16% blight ----- def ----- Armour +6 Resists +6% acid +6% darkness +16% blight +9% cold +6% mind Cut- +25% Pinning- +15% Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +30% acid +6% mind Res.pen +30% mind Melee Ret 24 acid On Hit (Melee): * 36% chance to corrode armour by 30% ----- def ----- Resists +15% acid Max.HP +76.00 HP.reg +1.10 Heal.mod +22% Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Melee Ret 20 blight On Hit (Melee): * 20% chance to disease ----- def ----- Resists +6% blight +24% acid Phys.save +11 (+0 eff.) Spell.save +9 (+0 eff.) Mind.save +9 (+1 eff.) Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +25% lightning ----- def ----- Resists +15% blight Max.HP +28.00 Disarm- +27% Pinning- +27% Knockbk- +23% Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning +15% fire +18% nature +15% mind Melee Ret 20 lightning 16 fire ----- def ----- Resists +18% lightning +18% fire +36% nature Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +21% acid +36% nature Res.pen +31% temporal Acc +16 (+2 eff.) Apr +17 On Hit (Melee): * 37% chance to corrode armour by 30% ----- def ----- Defense +17 (+4 eff.) Disengage: Puts all charms on 3 cooldown Level 2.0 Pwr.cost 3 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +8 Mag dps ---------- Dmg.mod +20% nature +6% darkness Res.pen +20% light Acc +17 (+2 eff.) Apr +16 On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) * 34% chance to blind ----- def ----- Defense +16 (+4 eff.) Resists +40% nature +6% temporal Spell.save +16 (+0 eff.) Disengage: Puts all charms on 3 cooldown Level 2.0 Pwr.cost 3 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() 3.0 T2 battleaxe 2H weapon [Rare] Arcane Power 125% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Wil +6 Mag dps ---------- Spell.pwr +13 (+2 eff.) ----- def ----- Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Resists +6% blight +3% temporal +18% nature Phys.save +15 (+0 eff.) Disarm- +5% Teleport- +10% Def/telep +10 Res/telep +10% Dur/telep +10% Massive two-handed battleaxes. |
![]() 3.0 T3 battleaxe 2H weapon [Rare] Psionic Power 142% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Melee+ +14 darkness +28 light Against +20% Living While equipped: dps ---------- Mind.crit +6% Res.pen +25% mind Melee Ret 16 acid 12 light ---------- misc Psi/ret +0.32 Massive two-handed battleaxes. |
![]() 3.0 T3 battleaxe 2H weapon [Unique] Master Power 164% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- Phys.save +9 (+0 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
![]() 3.0 T5 battleaxe 2H weapon [Random Unique] Disrupt/Master/Psionic Power 171% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +8 lightning +12 light +16 mind On Hit: * 38% chance to cause random gloom * Slows global speed by 17% * leeches stamina from the target On Crit: * wounds the target for 7 turns: 49 bleeding, 100% reduced healing While equipped: Stats +6 Cun +6 Wil dps ---------- Phys.crit +13.0% Phys.pwr +12 (+1 eff.) Res.pen +5% light Melee Ret 16 nature slow On Hit (Melee): * 30% chance to blind ---------- misc Light +2 Massive two-handed battleaxes. |
![]() 3.0 T3 battleaxe 2H weapon [Rare] Arcane Power 134% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Melee+ +20 light Against +28% Undead While equipped: dps ---------- Res.pen +20% light ----- def ----- Resists +15% blight Poison- +15% Cut- +20% Disarm- +15% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +3 Massive two-handed battleaxes. |
![]() 3.0 T2 battleaxe 2H weapon [Unique] Nature Power 121% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +10% lightning +10% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
![]() 3.0 T5 battleaxe 2H weapon [Unique] Nature/Disrupt Power 184% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +50 acid +50 nature slow On Crit: * deal manaburn damage equal to your mindpower in a radius 3 cone While equipped: Stats +0 Str +0 Wil dps ---------- Dmg.mod +0% nature ---------- misc Cooldown Ice Claw -1 Mana Clash -2 Swallow -2 This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
![]() 3.0 T1 battleaxe 2H weapon [Ego] Arcane Power 114% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +1 Crit +4.5% Atk.spd 100% Melee+ +9 acid On Crit: * splashes the target with acid While equipped: Stats +3 Wil +3 Mag dps ---------- Spell.pwr +9 (+2 eff.) Massive two-handed battleaxes. |
![]() 3.0 T2 battleaxe 2H weapon [Rare] Arcane Power 124% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +16 arcane +21 cold On Hit.r1 +8 acid While equipped: dps ---------- Melee Ret 20 acid ----- def ----- Resists +5% arcane +24% acid Massive two-handed battleaxes. |
![]() 1.0 T5 dagger 1H weapon [Random Unique] Nature/Psionic Power 147% Range: 1.3x Uses 40% Wil, 45% Dex, 50% Mag 45% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +11 darkness +54 insidious poison Against +12% Living While equipped: dps ---------- Mind.pwr +8 (+1 eff.) ----- def ----- Resists +6% light +6% temporal Spell.save +30 (+0 eff.) Mind.save +9 (+1 eff.) Sharp, short and deadly. |
![]() 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 Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+2 eff.) Spell.save +10 (+0 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() 1.0 T5 dagger 1H weapon [Random Unique] Arcane/Master Power 145% Range: 1.3x Uses 40% Wil, 45% Dex, 50% Mag 45% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +11 lightning On Hit: * 25% chance for lightning to arc to a second target * Random elemental explosion While equipped: Stats +4 Con dps ---------- Res.pen +9% acid +8% physical +15% blight +10% fire +7% lightning +10% cold Acc +7 (+1 eff.) Apr +9 ---------- misc Mana/s.crit +2.00 Max.mana +40.00 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Unique] Master Power 156% Range: 1.3x Uses 40% Wil, 35% Str, 50% Mag 55% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +4 Cun +5 Dex dps ---------- Dmg.mod +8% light +10% physical ----- def ----- Pinning- +50% ---------- misc Light +1 Telepathy Humanoid/Orc During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
![]() 1.0 T2 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 40% Wil, 35% Str, 50% Mag 55% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+1 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 121% Range: 1.3x Uses 40% Wil, 45% Str, 50% Mag 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +10 blight +10 fire burn On Crit.r2 +20 infective blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 129% Range: 1.3x Uses 40% Wil, 45% Str, 50% Mag 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +20 Crit +20.0% Atk.spd 100% Melee+ +20 light While equipped: dps ---------- Dmg.mod +10% light ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
![]() 1.0 T2 dagger 1H weapon [Rare] Arcane Power 104% Range: 1.3x Uses 40% Wil, 45% Dex, 50% Mag 45% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +9 blight +8 mind On Hit: * 9% chance to disease While equipped: Stats +5 Cun dps ---------- Mind.crit +2% Dmg.mod +9% acid Res.pen +25% mind ---------- misc Telepathy Dragon Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Random Unique] Arcane/Psionic Power 150% Range: 1.3x Uses 40% Wil, 45% Dex, 50% Mag 45% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +16 lightning On Hit: * 20% chance to torment the target * 25% chance for lightning to arc to a second target While equipped: dps ---------- Res.pen +24% mind +22% darkness ----- def ----- Armour +4 Fatigue -2% Resists +12% acid Phys.save +20 (+0 eff.) Mind.save +6 (+0 eff.) Silence- +10% ---------- misc Light +3 Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Rare] Master Power 104% Range: 1.3x Uses 40% Wil, 45% Dex, 50% Mag 45% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +12 acid On Hit.r1 +8 arcane While equipped: Stats +3 Str dps ---------- Dmg.mod +6% arcane +6% physical Res.pen +10% acid Acc +5 (+1 eff.) Melee Ret 20 acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +5% arcane +9% acid ---------- misc Stam/ret +1.00 Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Random Unique] Master/Psionic Power 149% Range: 1.3x Uses 40% Wil, 45% Dex, 50% Mag 45% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% On Hit: * 20% chance to torment the target * 25% chance to put talents on cooldown While equipped: dps ---------- Mind.crit +1% Mind.pwr +12 (+2 eff.) Res.pen +12% mind +7% darkness ---------- misc Psi/ret +0.04 Hate/m.crit +3.00 Max.hate +2.00 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Random Unique] Arcane/Master Power 160% Range: 1.3x Uses 40% Wil, 45% Dex, 50% Mag 45% Str Dmg Fire Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +11 cold On Hit.r1 +4 mind On Crit: * wounds the target for 7 turns: 49 bleeding, 100% reduced healing While equipped: Stats +1 Wil dps ---------- Phys.crit +8.0% Phys.pwr +7 (+0 eff.) Mind.pwr +4 (+1 eff.) Dmg.mod +3% fire Res.pen +10% mind ---------- misc Hate/m.crit +1.00 Max.psi +20.00 Sharp, short and deadly. |
![]() 5.0 T4 greatmaul 2H weapon [Random Unique] Arcane/Master Power 167% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Lightning Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% On Hit.r1 +8 nature +19 fire On Hit: * 16% chance to inflict 15% damage reduction * 40% chance to daze at end of turn * 20% chance to curse the target On Crit: * wounds the target for 7 turns: 49 bleeding, 100% reduced healing While equipped: dps ---------- Phys.crit +16.0% Phys.pwr +19 (+1 eff.) Res.pen +10% lightning +10% nature ----- def ----- Resists +9% nature +6% lightning Massive two-handed mauls. |
![]() 5.0 T3 greatmaul 2H weapon [Rare] Arcane Power 151% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Melee+ +12 lightning +26 cold +28 darkness While equipped: dps ---------- Dmg.mod +9% lightning Melee Ret 20 lightning On Hit (Melee): * 30% chance to daze at end of turn Massive two-handed mauls. |
![]() 5.0 T2 greatmaul 2H weapon [Unique] Nature/Disrupt Power 139% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +4.0% Atk.spd 100% Melee+ +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con dps ---------- Dmg.mod +25% nature ----- def ----- Spell.save +15 (+0 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
![]() 3.0 T3 greatsword 2H weapon [Unique] Arcane Power 160% Range: 1.6x Uses 40% Wil, 50% Mag, 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +12 Crit +11.0% Atk.spd 56% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 182% Range: 1.6x Uses 40% Wil, 60% Mag, 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +18 Crit +20.0% Atk.spd 100% HP.leech +5% On Hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. While equipped: Stats +10 Str +8 Mag +5 Con ---------- misc Cooldown Draining Assault -1 Abduction -1 Detonating Charge -1 Masteries +0.10 Corruption/Torture +0.20 Corruption/Brutality +0.20 Corruption/Wrath Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
![]() 3.0 T5 greatsword 2H weapon [Random Unique] Arcane/Master Power 193% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +20 lightning +42 blight On Hit: * 42% chance to disease * 25% chance for lightning to arc to a second target While equipped: dps ---------- Crit.mult +10.00% Melee Ret 16 acid ----- def ----- Armour +7 Die.at -40.00 life ---------- misc Max.hate +4.00 Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Unique] Nature/Master Power 152% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
![]() 3.0 T2 greatsword 2H weapon [Rare] Arcane Power 128% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +24 acid +19 blight On Hit: * 40% chance to corrode armour by 30% * 17% chance to disease * 40% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Dmg.mod +12% acid +6% temporal Melee Ret 20 acid ----- def ----- Resists +6% acid Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Unique] Master Power 172% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +19 Crit +10.0% Atk.spd 100% Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con ----- def ----- D.Red.from +20% Living ---------- misc Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed assault +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed weapons A blood-etched greatsword, it has seen many foes. From the inside. |
![]() 3.0 T5 greatsword 2H weapon [Random Unique] Nature/Master Power 172% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Phasing +10% Melee+ +84 insidious poison On Hit: * 49% chance to corrode armour by 30% On Crit: * wounds the target for 7 turns: 49 bleeding, 100% reduced healing While equipped: Stats +2 Wil dps ---------- Phys.crit +21.0% Phys.pwr +17 (+1 eff.) Spell.pwr +8 (+1 eff.) Res.pen +31% acid +15% blight ----- def ----- HP.reg +3.00 Def/telep +10 Res/telep +10% Dur/telep +10% Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Random Unique] Arcane/Master/Psionic Power 175% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +42 cold On Hit.r1 +20 mind On Hit: * 25% chance to put talents on cooldown While equipped: Stats +10 Con dps ---------- Phys.pwr +21 (+2 eff.) Spell.pwr +6 (+1 eff.) Dmg.mod +12% blight Res.pen +21% physical ----- def ----- Disarm- +48% ---------- misc Max.mana +60.00 Massive two-handed swords. |
![]() 4.0 T2 longbow 2H weapon Reqs Shoot [Random Unique] Nature/Master Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Atk.spd 125% Range +7 On Hit.r1 +2 fire On Hit: * 15% chance to corrode armour by 30% * 14% chance to daze at end of turn While equipped: Stats +8 Str +3 Dex +3 Mag +3 Wil +3 Cun +5 Con dps ---------- Phys.pwr +14 (+1 eff.) Dmg.mod +9% fire Res.pen +8% acid +10% fire +12% lightning ----- def ----- Resists +12% blight HP.reg +2.00 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T2 longsword 1H weapon [Rare] Disrupt Power 110% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Against +13% Unnatural On Hit: * disrupts spell-casting While equipped: Stats +7 Str +4 Con ----- def ----- Resists +5% arcane +9% fire Spell.save +20 (+0 eff.) ---------- misc Telepathy Demon/Minor Demon/Major Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon [Rare] Master Power 157% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% On Hit: * 40% chance to blind While equipped: dps ---------- Res.pen +15% nature ----- def ----- Resists +15% mind +12% nature Phys.save +30 (+0 eff.) Mind.save +39 (+4 eff.) Blind- +35% Disease- +15% Teleport- +20% Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon [Unique] Arcane In the past there was a dagger with it. Power 134% Range: 1.4x Uses 40% Wil, 70% Mag, 80% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) Dmg.mod +5% temporal ----- def ----- Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
![]() 3.0 T3 mace 1H weapon [Random Unique] Arcane/Psionic Power 136% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +9 acid +14 cold On Hit: * 25% chance to put talents on cooldown On Crit: * splashes the target with acid While equipped: Stats +4 Wil ---------- misc Mana/turn +0.12 Max.vim +20.00 Blunt and deadly. |
![]() 3.0 T4 mace 1H weapon [Rare] Master Power 149% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +7% Crit.mult +20.00% Dmg.mod +12% mind Res.pen +12% physical Acc +13 (+2 eff.) Apr +13 ----- def ----- Resists +6% temporal Heal/summ +40 ---------- misc Psi/ret +0.20 Max.hate +11.00 Telepathy Humanoid/Orc Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon [Rare] Master Power 133% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +21% mind +24% fire Acc +11 (+1 eff.) Melee Ret 22 mind ----- def ----- Defense +11 (+3 eff.) Resists +21% acid +15% fire Disarm- +37% Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon [Unique] Nature/Disrupt Power 150% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +9.0% Atk.spd 100% Melee+ +10 silence +18 nature While equipped: dps ---------- Acc +6 (+1 eff.) Rush: Level 3.0 Pwr.cost 4 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze. Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature. |
![]() 3.0 T3 mace 1H weapon [Rare] Psionic Power 137% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Dmg.mod +6% acid +18% nature Res.pen +15% light +15% acid Melee Ret 8 acid On Hit (Melee): * Slows global speed by 33% * 30% chance to corrode armour by 30% ----- def ----- Resists +6% light Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Random Unique] Arcane/Master Power 154% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% On Hit.r1 +9 fire On Crit: * cripple the target While equipped: Stats +2 Dex +1 Con dps ---------- Phys.crit +12.0% Phys.pwr +11 (+1 eff.) Res.pen +15% mind +6% physical ----- def ----- Disarm- +19% ---------- misc Psi/ret +0.08 Max.psi +10.00 See.Invis +6 Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Random Unique] Arcane/Master/Psionic Power 159% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% Melee+ +25 mind On Hit: * 18% chance to inflict 15% damage reduction * 35% chance to cause random gloom * 20% chance to curse the target While equipped: Stats +7 Cun +10 Wil dps ---------- Crit.mult +10.00% Dmg.mod +6% blight Res.pen +15% acid +15% physical +20% arcane Acc +13 (+2 eff.) Apr +13 Blunt and deadly. |
![]() 3.0 T1 mace 1H weapon [Normal] Power 106% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
![]() 3.0 T3 mindstar 1H weapon [Rare] Nature Power 97% Range: 1.1x Uses 80% Wil, 50% Mag, 20% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +16 lightning On Hit.r1 +20 arcane On Hit: * 46% chance to daze at end of turn While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Res.pen +15% arcane ----- def ----- Resists +5% arcane Max.HP +34.00 HP.reg +1.40 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon [Random Unique] Nature/Psionic This honing mindstar will focus other psionic mindstars. Power 106% Range: 1.1x Uses 85% Wil, 50% Mag, 25% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Melee+ +12 blight On Crit.r2 +4 fire While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +4% Mind.pwr +10 (+2 eff.) Dmg.mod +3% acid +5% physical Res.pen +6% physical +10% fire Melee Ret 4 fire ----- def ----- Resists +5% physical ---------- misc Equi/ret +0.90 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 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 (+1 eff.) ---------- misc Max.psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 127% Range: 1.1x Uses 100% Wil, 50% Mag, 20% Cun Dmg Dreamforge Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Cun +6 Wil dps ---------- Mind.crit +8% Phys.pwr +10 (+1 eff.) Mind.pwr +16 (+2 eff.) Melee+ 30 dreamforge Dmg.mod +10% physical +10% mind +10% fire Res.pen +10% mind +10% physical Acc +10 (+1 eff.) ----- def ----- Resists +5% physical +5% mind +15% fire ---------- misc Masteries +0.20 Psionic/Dream Forge +0.20 Psionic/Dream Smith Forge Bellows: Level 3.0 Pwr.cost 6 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 191.42 mind damage, 130.26 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 18.06 mind and 12.29 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
![]() 3.0 T2 mindstar 1H weapon [Rare] Nature Power 84% Range: 1.1x Uses 75% Wil, 50% Mag, 15% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) ----- def ----- Armour +8 Resists +9% blight +2% physical +9% nature Phys.save +5 (+0 eff.) Spell.save +5 (+0 eff.) Mind.save +25 (+2 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Equi/ret +1.30 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 97% Range: 1.1x Uses 80% Wil, 50% Mag, 20% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +8 temporal On Hit: * 40% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +2 Mag dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Dmg.mod +14% darkness Res.pen +10% darkness Melee Ret 8 temporal ----- def ----- Resists +10% darkness +9% temporal Blind- +16% ---------- misc Telepathy Dragon Masteries +0.20 Cursed/Darkness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon [Rare] Nature/Psionic Power 106% Range: 1.1x Uses 85% Wil, 50% Mag, 25% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Hit.r1 +16 mind On Crit.r2 +8 acid On Hit: * 40% chance to disease While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Res.pen +15% mind +10% blight Melee Ret 20 acid 12 mind On Hit (Melee): * 37% chance to corrode armour by 30% ----- def ----- Resists +6% acid Mind.save +9 (+1 eff.) ---------- misc Max.psi +42.00 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon [Rare] Nature/Psionic Power 105% Range: 1.1x Uses 85% Wil, 50% Mag, 25% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Melee+ +24 acid On Hit.r1 +8 acid On Hit: * 50% chance to corrode armour by 30% * 50% chance to inflict 15% damage reduction * 50% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +7 Cun dps ---------- Mind.crit +4% Crit.mult +21.00% Mind.pwr +8 (+1 eff.) Res.pen +10% acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +18% acid Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T1 mindstar 1H weapon [Rare] Nature Power 77% Range: 1.1x Uses 70% Wil, 50% Mag, 10% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% On Hit: * 40% chance to inflict 15% damage reduction While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +3% blight +6% darkness +12% arcane ----- def ----- Resists +9% darkness Heal.mod +10% Heal/summ +14 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T2 mindstar 1H weapon [Rare] Nature This natural lightning should be returned to the wyrm. Power 87% Range: 1.1x Uses 75% Wil, 50% Mag, 15% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Crit.r2 +12 mind While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +2 Cun +2 Con dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +8% lightning +6% light Res.pen +8% lightning Melee Ret 9 lightning ----- def ----- Resists +10% lightning ---------- misc Equi/ret +0.12 Hate/m.crit +5.00 Telepathy Humanoid/Orc Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon [Unique] Nature Power 100% Range: 1.1x Uses 75% Wil, 50% Mag, 50% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +18 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +6% Mind.pwr +12 (+2 eff.) Dmg.mod +8% fire +8% physical +8% cold ----- def ----- Heal/summ +30 ---------- misc Max.summ +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Rage: Level 4.0 Pwr.cost 4 out of 16/16. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Induces a killing rage in one of your summons, increasing all its stats by 41 for 10 turns. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 89% Range: 1.1x Uses 75% Wil, 50% Mag, 15% Cun Dmg Physical Mastery Psiblades Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+0 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
![]() 3.0 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 846.57 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 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 87% Range: 1.1x Uses 75% Wil, 50% Mag, 15% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +16 fire On Hit.r1 +20 light On Crit.r2 +8 fire On Hit: * 40% chance to blind While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +18% light Res.pen +10% fire ----- def ----- Mind.save +6 (+0 eff.) ---------- misc Max.psi +26.00 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon [Rare] Nature This natural lightning should be returned to the wyrm. Power 93% Range: 1.1x Uses 80% Wil, 50% Mag, 20% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +20 temporal On Hit.r1 +4 lightning +8 temporal On Crit.r2 +12 temporal On Hit: * 40% chance to daze at end of turn While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Dmg.mod +14% lightning Res.pen +14% lightning Melee Ret 26 lightning On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Resists +14% lightning Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon [Random Unique] Nature/Psionic Power 100% Range: 1.1x Uses 80% Wil, 50% Mag, 20% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +4 light On Hit: * 20% chance to daze at end of turn While equipped: Stats +4 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Dmg.mod +3% mind +2% darkness +4% nature Res.pen +15% lightning Melee Ret 4 mind 4 darkness 4 light On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Resists +3% blight Phys.save +4 (+0 eff.) Disease- +14% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon [Rare] Nature/Disrupt This purifying mindstar will cleanse other mindstars. Power 95% Range: 1.1x Uses 80% Wil, 50% Mag, 20% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +8 mind On Crit.r2 +8 nature +16 mind On Hit: * Slows global speed by 40% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Dmg.mod +6% arcane +6% nature Res.pen +7% arcane Melee Ret 8 nature On Melee Ret: * 13 arcane resource burn ----- def ----- Resists +6% arcane Heal/summ +40 Destroy Magic: (Instant) Puts all charms on 7 cooldown Level 3.0 Pwr.cost 7 out of 30/30. Range melee/personal Travel.spd instantaneous Description: The target has a 8% chance (stacking to a maximum of 61%) to fail to cast any spell. At level 2 magical effects may be disrupted, at level 3 magical sustains may be disrupted, and at level 5 magical constructs and undead may be stunned. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon [Rare] Nature Power 95% Range: 1.1x Uses 80% Wil, 50% Mag, 20% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +16 acid +8 darkness On Hit: * 40% chance to corrode armour by 30% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Dmg.mod +3% nature +12% acid Res.pen +20% acid ----- def ----- Resists +5% blight +9% acid Disease- +15% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 85% Range: 1.1x Uses 75% Wil, 50% Mag, 15% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit.r1 +8 mind While equipped: Stats +10 Cun dps ---------- Spell.crit +4% Mind.crit +2% Spell.pwr +4 (+1 eff.) Mind.pwr +4 (+1 eff.) ----- def ----- Mind.save +5 (+0 eff.) ---------- misc Max.psi +26.00 Telepathy Demon/Minor Demon/Major Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 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 7 Travel.spd instantaneous Is a mind power Description: Inflicts 122.49 darkness damage each turn for 6 turns, and has a 47% 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. |
![]() 3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 75% Range: 1.1x Uses 70% Wil, 50% Mag, 10% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Cun dps ---------- Mind.crit +1% Crit.mult +6.00% Mind.pwr +2 (+1 eff.) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 114% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +40 Crit +9.0% Atk.spd 100% On Hit.r1 +4 physical While equipped: Stats +8 Wil dps ---------- Mind.crit +5% Mind.pwr +32 (+4 eff.) Res.pen +10% physical On Hit (Melee): * 36% chance to corrode armour by 30% ----- def ----- Fatigue -4% Phys.save +10 (+0 eff.) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Rare] Nature/Psionic Power 116% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +8 Cun +5 Wil dps ---------- Spell.crit +3% Mind.crit +5% Crit.mult +55.00% Mind.pwr +10 (+2 eff.) Dmg.mod +15% mind Res.pen +10% blight Melee Ret 24 arcane ----- def ----- Resists +12% blight ---------- misc Mana/turn +0.12 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T1 mindstar 1H weapon [Normal] Nature Power 75% Range: 1.1x Uses 70% Wil, 50% Mag, 10% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T1 mindstar 1H weapon [Normal] Nature Power 77% Range: 1.1x Uses 70% Wil, 50% Mag, 10% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T1 mindstar 1H weapon [Normal] Nature Power 75% Range: 1.1x Uses 70% Wil, 50% Mag, 10% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T1 mindstar 1H weapon [Ego] Nature Power 72% Range: 1.1x Uses 70% Wil, 50% Mag, 10% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +3% acid ---------- misc Equi/ret +0.60 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon [Rare] Nature The natural wyrm seeks an element. Power 106% Range: 1.1x Uses 85% Wil, 50% Mag, 25% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Res.pen +29% acid Melee Ret 9 lightning 9 physical 12 light 9 fire 9 cold 9 acid ----- def ----- Resists +9% lightning +7% physical +7% fire +42% acid +9% cold Crit.dmg- 17.00% ---------- misc See.Invis +24 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon [Rare] Nature/Psionic This parasitic mindstar will draw strength from other psionic mindstars. Power 106% Range: 1.1x Uses 85% Wil, 50% Mag, 25% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Melee+ +20 temporal While equipped: Stats +8 Con dps ---------- Mind.crit +4% Phys.pwr +14 (+1 eff.) Mind.pwr +8 (+1 eff.) Dmg.mod +24% physical ----- def ----- Armour +6 Max.HP +30.00 HP.leech%% +17% HP.leech +21% ---------- misc Stam/turn +1.00 Hate/m.crit +5.00 Max.hate +19.00 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T3 sling 1H weapon Reqs Shoot [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 [Rare] Arcane Power 129% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +13.0% Spell.crit +4% Spell.pwr +21 (+3 eff.) Melee+ 31 arcane Dmg.mod +25% lightning +15% fire Res.pen +15% blight Melee Ret 16 blight ----- def ----- Armour +7 Resists +15% nature Die.at -60.00 life Disease- +15% Disarm- +25% Stun/Frz- +20% Knockbk- +15% ---------- misc Max.mana +100.00 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+ +4 acid On Hit.r1 +20 acid On Hit: * 20% chance to cause random gloom While equipped: dps ---------- Phys.crit +6.0% Spell.crit +1% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ----- def ----- Resists +6% mind ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 127% Range: 1.2x Uses 200% Mag, 40% Wil Dmg Fire Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +27 (+4 eff.) Dmg.mod +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 4 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
![]() 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% On Crit.r2 +4 nature While equipped: dps ---------- Spell.crit +12% Spell.pwr +30 (+5 eff.) Mind.pwr +4 (+1 eff.) Melee+ 12% confusion Dmg.mod +30% temporal +30% darkness +30% light +6% nature +30% physical Phasing +38% ----- def ----- Defense +25 (+5 eff.) Resists +3% nature Phys.save +11 (+0 eff.) Spell.save +15 (+0 eff.) Mind.save +34 (+3 eff.) ---------- misc Max.psi +40.00 Telepathy Demon/Minor Demon/Major Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 121% Range: 1.2x Uses 200% Mag, 40% Wil Dmg Fire Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+2 eff.) Dmg.mod +20% lightning +20% fire +20% arcane +20% cold ---------- misc Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 This unique-looking staff is carved with runes of destruction. |
![]() 5.0 staff 1H weapon [Unique] Arcane A part of set. Power 66% Range: 1.2x Uses 40% Wil, 50% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+1 eff.) Confus- +20% ---------- misc Max.mana +50.00 The bottom part of Telos' broken staff. |
![]() 2.5 T5 staff 1H weapon [Unique] Arcane A part of set. Power 144% Range: 1.2x Uses 150% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +0 Crit +1.5% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Spell.crit +15% Spell.pwr +30 (+5 eff.) Dmg.mod +35% lightning ----- def ----- Mind.save +8 (+1 eff.) ---------- misc Talents +1 Command Staff The top part of Telos' broken staff. |
![]() 3.0 T3 waraxe 1H weapon [Rare] Master Power 123% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +12 light On Crit.r2 +8 nature On Crit: * cripple the target While equipped: dps ---------- Phys.crit +7.0% Melee Ret 4 nature On Hit (Melee): * 30% chance to blind ----- def ----- Resists +9% light ---------- misc Light +3 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 Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +7.0% Atk.spd 100% Dmg.conv 50% ice On Hit: 15% Ice Breath 2 While equipped: dps ---------- Res.pen +20% cold ----- def ----- Armour +20 Ice.pen +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Arcane/Master Power 152% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +8.0% Atk.spd 100% Melee+ +43 acid On Crit: * splashes the target with acid While equipped: dps ---------- Res.pen +15% physical Acc +13 (+2 eff.) Apr +11 On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Die.at -40.00 life One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Rare] Arcane Power 124% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Light Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +16 darkness +18 cold +8 light On Hit.r1 +12 light On Crit.r2 +12 darkness On Hit: * 40% chance to blind While equipped: dps ---------- Dmg.mod +9% light Melee Ret 8 darkness ----- def ----- Resists +6% light One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Master Power 122% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Fire Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 mind On Crit.r2 +12 fire On Hit: * 40% chance to cause random gloom While equipped: dps ---------- Res.pen +15% fire Melee Ret 12 mind 12 fire ----- def ----- Resists +9% fire One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Rare] Arcane Power 138% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +15 lightning +20 light On Hit: * 25% chance for lightning to arc to a second target While equipped: Stats +4 Cun +3 Wil dps ---------- Mind.pwr +14 (+2 eff.) Dmg.mod +15% fire Res.pen +20% light On Hit (Melee): * 37% chance to blind ---------- misc Max.psi +30.00 Light +3 Telepathy Dragon One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Arcane/Master Power 151% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +20 acid +24 light On Hit: * Random elemental explosion On Crit: * wounds the target for 7 turns: 49 bleeding, 100% reduced healing * splashes the target with acid While equipped: Stats +3 Cun dps ---------- Phys.crit +15.0% Phys.pwr +15 (+1 eff.) Res.pen +16% acid +25% light +15% fire +16% lightning +16% cold ----- def ----- Mind.save +6 (+0 eff.) ---------- misc Light +3 One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Master Power 124% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +16 acid On Crit.r2 +4 mind On Hit: * 40% chance to corrode armour by 30% While equipped: dps ---------- Dmg.mod +6% mind Res.pen +5% mind On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Resists +9% acid +9% mind One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Arcane/Psionic Power 150% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +19 temporal +25 mind On Hit.r1 +4 light On Hit: * 35% chance to cause random gloom * Random elemental explosion While equipped: Stats +7 Cun +7 Wil dps ---------- Dmg.mod +9% blight Res.pen +17% acid +17% fire +17% cold +17% lightning Melee Ret 18 temporal ----- def ----- Fatigue -2% Resists +6% light +20% temporal ---------- misc Infravis +2 See.Invis +18 Telepathy Demon/Minor Demon/Major One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Rare] Arcane Power 120% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Phasing +56% Melee+ +14 light Against +19% Undead While equipped: Stats +3 Str +10 Dex dps ---------- Acc +12 (+2 eff.) On Hit (Melee): * 33% chance to inflict 15% damage reduction ----- def ----- Resists +4% physical One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Rare] Master Power 122% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 mind On Crit.r2 +4 arcane On Hit: * 40% chance to cause random gloom While equipped: dps ---------- Res.pen +11% physical Acc +11 (+1 eff.) Apr +10 Melee Ret 12 mind 12 blight On Hit (Melee): * 20% chance to disease ----- def ----- Resists +6% blight One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Arcane Power 100% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +10 Crit +4.0% Atk.spd 100% Phasing +22% Melee+ +24 light While equipped: dps ---------- Dmg.mod +15% lightning Res.pen +20% lightning Melee Ret 8 light 8 lightning On Hit (Melee): * 30% chance to daze at end of turn * 30% chance to blind One-handed war axes. |
![]() 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+4 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 Pwr.cost 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 53 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 T3 belt armor [Rare] Master While equipped: Stats +5 Dex +10 Wil +5 Cun dps ---------- Phys.crit +10.0% Mind.crit +11% Res.pen +20% mind Melee Ret 16 mind ----- def ----- Mind.save +6 (+0 eff.) ---------- misc Max.hate +10.00 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Rare] Arcane While equipped: Stats +9 Dex dps ---------- Spell.pwr +11 (+2 eff.) Dmg.mod +21% darkness Melee Ret 24 mind ----- def ----- Fatigue -6% Resists +12% darkness Crit.dmg- 18.00% Mind.save +14 (+1 eff.) ---------- misc See.Invis +9 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Phys.crit +10.0% Mind.crit +11% Dmg.mod +15% darkness Res.pen +25% darkness Melee Ret 16 mind On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +6% mind A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: ----- def ----- Defense +16 (+4 eff.) Resists +9% temporal +3% darkness +6% blight +5% arcane +9% nature Stealth +8 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Random Unique] Master While equipped: Stats +1 Str dps ---------- Phys.crit +2.0% Phys.pwr +8 (+0 eff.) Apr +2 ----- def ----- Defense +13 (+3 eff.) D.Red.from +21% Summoned Phys.save +9 (+0 eff.) Spell.save +6 (+0 eff.) Stealth +5 ---------- misc Size +1 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% mind Melee Ret 12 mind On Hit (Melee): * 30% chance to blind ----- def ----- Armour +10 Defense +2 (+1 eff.) Resists +6% mind +22% cold +18% light +12% fire ---------- misc Light +2 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 [Random Unique] Arcane/Master While equipped: Stats +6 Wil +5 Mag dps ---------- Res.pen +25% fire On Hit (Melee): * 15% chance to blind ----- def ----- Defense +18 (+4 eff.) Resists +29% darkness +37% temporal Phys.save +15 (+0 eff.) Spell.save +15 (+0 eff.) Def/telep +40 Res/telep +25% Dur/telep +38% ---------- misc Max.mana +65.00 Light +1 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 3 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +1 Str +2 Dex +5 Mag +5 Wil +2 Cun +1 Con dps ---------- Mind.crit +1% ----- def ----- Defense +2 (+1 eff.) ---------- misc Equi/ret +0.04 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] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +20% lightning +20% darkness -30% arcane +20% fire +20% nature +20% cold Res.Cap +10% lightning +10% darkness -30% arcane +10% fire +10% nature +10% cold Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 12 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Melee Ret 8 nature On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +2 (+1 eff.) Resists +9% blight +3% acid Spell.save -10 (+0 eff.) ---------- misc Stam/turn +0.60 Mana/turn -0.12 Masteries +0.40 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T4 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +13% acid +13% physical +9% darkness +13% fire +13% cold +27% temporal Res.pen +10% darkness +31% acid Melee Ret 20 darkness On Hit (Melee): * 50% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +3 (+1 eff.) Resists +23% acid +18% physical +18% fire +18% cold +15% temporal ---------- misc Cooldown Refit Golem -6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Unique] While equipped: Revealing, green, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +4 Wil +5 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +10% acid +10% nature +10% mind Melee Ret 20 poison 20 nature slow ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature Phys.save +10 (+0 eff.) Spell.save +10 (+0 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 T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +9 Mag dps ---------- Mind.crit +5% Mind.pwr +6 (+1 eff.) Dmg.mod +20% light +30% arcane Melee Ret 8 nature ----- def ----- Armour +8 Defense +11 (+3 eff.) Resists +12% lightning +27% darkness +27% light +12% blight +12% cold +6% arcane +29% fire Phys.save +20 (+0 eff.) Spell.save +37 (+0 eff.) Mind.save +46 (+4 eff.) Max.HP +56.00 ---------- 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 T4 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +18% lightning +17% cold +24% nature +15% fire Res.pen +15% lightning Melee Ret 16 nature 16 fire ----- def ----- Defense +3 (+1 eff.) Resists +12% lightning +25% cold +15% nature A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T4 feet armor [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+1 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+0 eff.) Mind.save +10 (+1 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cursed/Endless hunt +0.20 Cunning/Trapping +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 8 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +18% fire ----- def ----- Armour +5 Defense +3 (+1 eff.) Fatigue +6% Resists +20% cold ---------- misc Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 230 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
![]() 2.0 T3 feet armor [Random Unique] Master While equipped: dps ---------- Dmg.mod +6% nature +6% light Res.pen +5% light +10% nature ----- def ----- Armour +3 Defense +18 (+4 eff.) Fatigue +3% Resists +9% fire +9% nature +10% cold ---------- misc Stam/turn +0.90 Max.stam +25.00 Light +2 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 43 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 T3 feet armor [Rare] Nature While equipped: dps ---------- Mov.spd +10% Dmg.mod +18% nature +6% lightning Melee Ret 16 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +3 Fatigue -2% Resists +12% lightning Max.HP +36.00 ---------- misc Stam/turn +0.40 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Wil +6 Con dps ---------- Mind.pwr +8 (+1 eff.) Dmg.mod +15% arcane Res.pen +10% arcane +8% physical On Hit (Melee): * 30% chance to blind ----- def ----- Armour +5 Fatigue +5% Resists +15% fire +5% arcane +13% cold Silence- +41% Confus- +40% Stun/Frz- +40% ---------- misc Light +1 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 33 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Cun dps ---------- Mind.crit +4% Crit.mult +15.00% Dmg.mod +15% blight Res.pen +10% mind On Hit (Melee): * 20% chance to disease ----- def ----- Armour +3 Fatigue +3% Resists +11% cold +11% fire A pair of boots made of leather. |
![]() 1.0 T3 hands armor [Rare] Disrupt While equipped: dps ---------- Dmg.mod +6% mind On Melee Ret: * 23% chance to reduce effective powers by 20% * 15 arcane resource burn ----- def ----- Armour +2 Spell.save +13 (+0 eff.) ---------- misc Hate/m.crit +5.00 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 Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 acid On Hit.r1 +8 mind On Hit: * 40% chance to corrode armour by 30% * 23% chance to reduce effective powers by 20% * 17 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T3 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +7 Mag +7 Wil +3 Cun dps ---------- Melee+ 5 acid 5 fire 5 cold 5 arcane 4 lightning ----- def ----- Armour +2 Resists +4% arcane +3% acid Mind.save +6 (+0 eff.) HP.reg +1.60 Silence- +15% ---------- misc Stam/turn +0.50 Max.stam +14.00 Telepathy Humanoid/Orc Unarmed combat: Power 118% Range: 1.4x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +9 Crit +8.0% Atk.spd 83% Melee+ +7 ice +12 acid +7 fire +10 arcane +7 lightning On Hit: 10% Manathrust 3 On Hit: 10% Slumber 3 Disperse Magic: Puts all charms on 5 cooldown Level 3.0 Pwr.cost 5 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T3 hands armor [Rare] Psionic While equipped: dps ---------- Melee+ 10 mind Dmg.mod +5% mind ----- def ----- Armour +2 Resists +13% mind +12% fire Phys.save +6 (+0 eff.) Spell.save +6 (+0 eff.) Blind- +25% Unarmed combat: Power 122% Range: 1.4x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +8 mind On Hit: 20% Psychic Lobotomy 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T3 hands armor [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+2 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 129% Range: 1.4x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +10 Crit +10.0% Atk.spd 87% On Hit: 5% Implode 1 On Hit: 5% Perfect Control 1 On Hit: 5% Quick as Thought 3 On Hit: 20% Poisonous Bite 3 Mindhook: Level 4.0 Pwr.cost 4 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
![]() 1.5 T3 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +27% acid +15% mind Res.pen +20% acid Acc +8 (+1 eff.) Melee Ret 12 acid ----- def ----- Armour +2 Phys.save +8 (+0 eff.) Mind.save +8 (+1 eff.) Disarm- +37% 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 +9 Apr +9 Crit +8.0% Atk.spd 83% On Hit.r1 +12 mind On Hit: 10% Perfect Control 3 On Hit: * 40% chance to cause random gloom Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% ---------- misc Max.hate +20.00 Unarmed combat: Power 131% Range: 1.4x Uses 50% Mag, 40% Str, 80% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Atk.spd 83% On Hit: 5% Slash 3 On Hit: 10% Dominate 3 Frost Grab: Level 4.0 Pwr.cost 5 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Grab a target and pull it next to you, covering it with frost while reducing its movement speed by 50% for 7 turns. The ice will also deal 353.24 cold damage. The damage and chance to slow will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Unarmed combat: Power 115% Range: 1.1x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +1 Crit +4.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 2.0 Pwr.cost 2 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 392.04 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 1.5 T1 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +1% Mind.pwr +4 (+1 eff.) ----- def ----- Armour +2 Defense +1 (+1 eff.) Spell.save +4 (+0 eff.) Unarmed combat: Power 107% Range: 1.4x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 83% Melee+ +10 silence On Hit: 100% Destroy Magic 1 Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() 1.5 T1 hands armor [Ego++] Master/Psionic While equipped: Stats +2 Str +2 Dex +3 Cun dps ---------- Mind.pwr +4 (+1 eff.) Melee+ 10 mind 12 darkness On Hit (Melee): * 11% chance to cause random gloom ----- def ----- Armour +1 Phys.save +6 (+0 eff.) Mind.save -14 (-2 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 102% Range: 1.4x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.1% dam / acc Acc +4 Apr +3 Crit +6.0% Atk.spd 83% On Hit: 10% Reproach 1 On Hit: 10% Set Up 1 Ruined Earth: Puts all charms on 5 cooldown Level 3.0 Pwr.cost 5 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T3 hands armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Acc +8 (+1 eff.) ----- def ----- Armour +8 Phys.save +7 (+0 eff.) Spell.save +30 (+0 eff.) Mind.save +7 (+0 eff.) Heal/summ +30 Blind- +30% Disarm- +21% 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 Acc +8 Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Perfect Control 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.crit +11% Mind.pwr +6 (+1 eff.) Dmg.mod +17% mind Melee Ret 8 mind ----- def ----- Defense +3 (+1 eff.) Resists +13% fire +15% cold +17% mind +6% darkness Phys.save +20 (+0 eff.) Mind.save +55 (+5 eff.) Confus- -20% Fear- -20% ---------- misc Max.psi +38.00 Hateful Whisper: Puts all charms on 4 cooldown Level 4.0 Pwr.cost 4 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 1416 mind damage and feed you 4 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 30% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() 3.0 T5 head armor [Random Unique] Nature While equipped: Stats +3 Mag +9 Cun +16 Lck dps ---------- Phys.crit +8.0% Spell.crit +7% Mind.crit +8% Dmg.mod +3% arcane Res.pen +15% arcane +15% blight Acc +12 (+2 eff.) On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) On Melee Ret: * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +11 (+3 eff.) Fatigue +5% Resists +25% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 4.0 T3 head armor [Unique] Arcane While equipped: Stats +5 Cun +5 Wil dps ---------- Dmg.mod +30% fire ----- def ----- Armour +0 Defense +11 (+3 eff.) Fatigue +4% Resists +30% fire Meteor Rain: Level 2.0 Pwr.cost 7 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 231.53 fire and 272.83 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
![]() 4.0 T3 head armor [Unique] Arcane While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +35% fire ----- def ----- Armour +0 Defense +13 (+3 eff.) Fatigue +4% Resists +35% fire Meteor Rain: Level 2.0 Pwr.cost 6 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 231.53 fire and 272.83 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
![]() 3.0 T4 head armor [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck dps ---------- Dmg.mod +10% fire +10% physical ----- def ----- Armour +9 Defense +5 (+1 eff.) Fatigue +10% ---------- misc Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Level 3.0 Pwr.cost 11 out of 45/45. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 5. The sound wave is so strong, your foes also take 205.04 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
![]() 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 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. |
![]() 3.0 T5 head armor [Random Unique] Master While equipped: Stats +21 Dex +3 Mag +4 Cun dps ---------- S.pwr/crit +4 Dmg.mod +12% arcane Res.pen +10% blight Phasing +20% Apr +8 ----- def ----- Armour +5 Fatigue +5% Spell.save +3 (+0 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +7 Cun +7 Wil dps ---------- Mind.crit +2% Mind.pwr +6 (+1 eff.) Dmg.mod +15% acid +15% cold +15% fire +13% arcane +13% lightning Melee Ret 8 acid ----- def ----- Defense +3 (+1 eff.) Resists +9% mind ---------- misc Equi/ret +2.92 Psi/ret +2.68 Hate/ret +2.90 A pointy cloth hat, very wizardly... |
![]() 3.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +7 Str +3 Dex +2 Mag +8 Wil +13 Con ----- def ----- Armour +5 Fatigue -3% Resists +13% acid +15% lightning +14% fire +9% nature +15% cold Mind.save +15 (+1 eff.) ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% nature +24% fire Res.pen +20% fire +15% nature +30% mind On Hit (Melee): * Slows global speed by 40% ----- def ----- Armour +5 Fatigue +5% Resists +24% fire +21% nature +15% cold A cap made of leather. |
![]() 3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+0 eff.) Spell.save +12 (+0 eff.) Mind.save +12 (+1 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +11 Str +15 Dex +5 Cun +11 Con dps ---------- Dmg.mod +3% nature Melee Ret 8 lightning On Hit (Melee): * Slows global speed by 15% ----- def ----- Armour +5 Fatigue +5% Resists +12% acid -40% light +31% darkness Phys.save +14 (+0 eff.) Spell.save +46 (+0 eff.) Mind.save +13 (+1 eff.) HP.reg +8.00 ---------- misc Infravis +8 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 cap made of leather. |
![]() 3.0 T3 head armor [Rare] Master While equipped: Stats +4 Str dps ---------- Res.pen +10% light Melee Ret 20 light 6 physical On Hit (Melee): * 30% chance to blind ----- def ----- Armour +4 Fatigue +4% Crit.dmg- 15.00% ---------- misc Infravis +2 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 1523.5 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor [Rare] Master While equipped: Stats +7 Con dps ---------- Acc +8 (+1 eff.) Apr +3 Melee Ret 12 blight 12 physical ----- def ----- Armour +8 Fatigue +4% Spell.save +30 (+0 eff.) ---------- misc Stam/turn +0.80 Max.mana +80.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T2 heavy armor [Rare] Master While equipped: Stats +3 Mag dps ---------- Spell.crit +2% Res.pen +10% mind Melee Ret 20 mind ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +19% fire Spell.save +18 (+0 eff.) ---------- misc Mana/turn +0.12 Vim/s.crit +2.00 A suit of armour made of mail. |
![]() 14.0 T3 heavy armor [Rare] Psionic While equipped: Stats +2 Str +3 Dex ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +16% Resists +8% mind +12% temporal Mind.save +18 (+2 eff.) Die.at -80.00 life Blind- +15% Cut- +25% Silence- +15% ---------- misc Telepathy Demon/Minor Demon/Major A suit of armour made of mail. |
![]() 14.0 T5 heavy armor [Rare] Nature While equipped: dps ---------- Res.pen +32% mind ----- def ----- Armour +10 Defense +16 (+4 eff.) Rng.Def +11 (+3 eff.) Fatigue +16% Resists +9% nature +21% acid Phys.save +36 (+0 eff.) Spell.save +30 (+0 eff.) Max.HP +59.00 Confus- +15% A suit of armour made of mail. |
![]() 9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Armour +1 Defense +10 (+2 eff.) Fatigue +2% Poison- +30% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 5 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 258.85 to 776.56 lightning damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() 9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +4 Con +3 Wil ----- def ----- Armour +6 Defense +8 (+2 eff.) Rng.Def +4 (+1 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+0 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
![]() 9.0 T2 light armor [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +30% acid ----- def ----- Armour +7 Defense +2 (+1 eff.) Fatigue -7% Resists +9% acid +9% cold ---------- misc See.Invis +12 Breathe water A suit of armour made of leather. |
![]() 17.0 T3 massive armor [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+2 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.chn- 20% Phys.save +15 (+0 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
![]() 17.0 T4 massive armor [Random Unique] Nature/Psionic While equipped: Stats +5 Cun dps ---------- Dmg.mod +12% arcane +3% fire Res.pen +20% arcane ----- def ----- Armour +25 Defense +18 (+4 eff.) Fatigue +26% Resists +13% acid +9% mind +12% cold +5% arcane +12% fire Mind.save +29 (+3 eff.) ---------- misc Breathe water A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor [Random Unique] Nature/Master While equipped: Stats +3 Cun +6 Wil dps ---------- Dmg.mod +9% mind Melee Ret 9 light ----- def ----- Armour +25 Defense +9 (+2 eff.) Fatigue +26% Resists +10% lightning +6% temporal +26% darkness +11% fire +12% acid +20% physical +29% blight +11% cold +5% arcane Phys.save +21 (+0 eff.) ---------- misc Light +2 Telepathy Dragon A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor [Random Unique] Nature/Disrupt/Psionic While equipped: Stats +6 Str +9 Wil +9 Cun +6 Con dps ---------- Dmg.mod +3% lightning ----- def ----- Armour +20 Defense +9 (+2 eff.) Fatigue +26% Resists +15% acid +19% physical +15% cold +19% blight +22% fire +23% nature +13% lightning D.Red.from +15% Unnatural Mind.save +25 (+2 eff.) Blind- +5% Cut- +5% Disarm- +40% Stun/Frz- +40% Knockbk- +32% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
![]() 12.0 T2 massive armor [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con ----- def ----- Armour +12 Defense +4 (+1 eff.) Fatigue +14% Resists +18% cold +18% darkness +18% nature Heal.mod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
![]() 17.0 T5 massive armor [Unique] Arcane While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Phys.pwr +10 (+1 eff.) ----- def ----- Armour +35 Defense +25 (+5 eff.) Fatigue +15% Resists +15% acid +20% darkness +15% blight +25% fire +20% cold Phys.save +15 (+0 eff.) Spell.save +25 (+0 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +3 Masteries +0.20 Corruption/Doom covenant +0.20 Corruption/Wrath +0.20 Corruption/Infernal combat +0.20 Corruption/Oppression ShadowPwr +10 Grants physical power equal to your Shadow Power. Link of Pain: (Instant) Level 3.0 Pwr.cost 4 out of 15/15. Range 7 Travel.spd instantaneous Is a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 70% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" |
![]() 17.0 T3 massive armor [Rare] Nature While equipped: dps ---------- Dmg.mod +27% light +12% mind Melee Ret 8 darkness ----- def ----- Armour +11 Defense +5 (+1 eff.) Fatigue +24% Resists +15% light +6% darkness HP.reg +5.60 ---------- misc Stam/turn +1.60 Light +3 A suit of armour made of metal plates. |
![]() 7.0 T5 shield armor [Random Unique] Nature/Disrupt/Master While equipped: Stats +2 Dex +7 Con dps ---------- Res.pen +5% fire On Hit (Melee): * Slows global speed by 34% On Melee Ret: * 32% chance to reduce effective powers by 20% * 35 arcane resource burn ----- def ----- Armour +3 Defense +12 (+3 eff.) Rng.Def +12 (+3 eff.) Fatigue +14% Resists +30% acid +13% lightning +43% fire +35% nature +13% cold ---------- misc Telepathy Dragon Talents +5 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor [Unique] Nature While equipped: Stats +5 Wil ----- def ----- Armour +2 Defense +8 (+2 eff.) Rng.Def +8 (+2 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +3 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
![]() 7.0 T4 shield armor [Unique] Nature/Master While equipped: dps ---------- Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+4 eff.) Rng.Def +15 (+3 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +5 Block On block: 30% chance that you'll breath stunning fire in a cone at the attacker (if within range 6). This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
![]() 7.0 T5 shield armor [Random Unique] Nature/Master While equipped: Stats +6 Con dps ---------- Dmg.mod +9% light +9% mind Res.pen +10% light ----- def ----- Armour +12 Defense +12 (+3 eff.) Rng.Def +12 (+3 eff.) Fatigue +14% Resists +25% lightning Phys.save +12 (+0 eff.) Max.HP +95.00 ---------- misc Hate/m.crit +3.00 Max.hate +10.00 Talents +5 Block Handheld deflection devices. |
![]() 7.0 T2 shield armor [Rare] Arcane While equipped: Stats +7 Str +4 Mag dps ---------- Spell.pwr +4 (+1 eff.) Melee Ret 16 fire ----- def ----- Armour +2 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Fatigue +8% Resists +14% fire Crit.dmg- 10.00% Spell.save +3 (+0 eff.) ---------- misc Max.mana +40.00 Light +1 Talents +2 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor [Unique] Master While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+4 eff.) Rng.Def +10 (+2 eff.) Fatigue +30% ---------- misc Talents +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
![]() 7.0 T3 shield armor [Rare] Arcane While equipped: Stats +5 Mag +2 Wil +2 Cun dps ---------- Res.pen +20% acid Melee Ret 16 acid ----- def ----- Armour +2 Defense +8 (+2 eff.) Rng.Def +8 (+2 eff.) Fatigue +4% Resists +16% light +16% darkness ---------- misc Max.hate +6.00 Telepathy Demon/Minor Demon/Major Talents +3 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor [Rare] Arcane While equipped: Stats +4 Dex dps ---------- Dmg.mod +3% fire Melee Ret 16 fire On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) On Melee Ret: * 16% chance to daze at end of turn ----- def ----- Armour +2 Defense +8 (+2 eff.) Rng.Def +8 (+2 eff.) Fatigue +12% Resists +16% lightning Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Talents +3 Block Handheld deflection devices. |
![]() 3.0 T3 arrow ammo [Random Unique] Nature/Master Power 153% Range: 1.4x Uses 40% Wil, 70% Dex, 50% Mag 50% Str Dmg Physical Acc+ +0.2% crit / acc Apr +18 Crit +10.0% Capacity 16 Proj.spd +200% Ranged+ +39 insidious poison +11 temporal +15 nature On Hit.r1 +8 darkness On Crit.r2 +8 darkness +4 lightning Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+0 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+0 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+0 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+0 eff.) Spell.save +8 (+0 eff.) Mind.save +8 (+1 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+0 eff.) Spell.save +8 (+0 eff.) Mind.save +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+0 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 lite [Rare] Nature While equipped: ----- def ----- Resists +6% acid +4% physical +9% light Max.HP +46.00 Cut- +10% Silence- +10% Stun/Frz- +30% ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T5 lite [Random Unique] Nature/Master While equipped: Stats +11 Cun +7 Wil dps ---------- Phys.crit +6.0% Crit.mult +25.00% Phys.pwr +7 (+0 eff.) Mind.pwr +8 (+1 eff.) Res.pen +10% mind Melee Ret 8 mind ----- def ----- Resists +12% darkness Phys.save +14 (+0 eff.) Mind.save +20 (+2 eff.) Heal.mod +30% Heal/summ +20 ---------- misc Light -6 Infravis +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T3 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% mind +6% nature Res.pen +25% nature Melee Ret 20 mind ----- def ----- Resists +20% nature Mind.save +10 (+1 eff.) ---------- misc Light +3 See.Stealth +17 See.Invis +16 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (182 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] Psionic While equipped: dps ---------- Dmg.mod +18% lightning ----- def ----- Resists +12% cold Mind.save +11 (+1 eff.) Blind- +10% Poison- +10% Cut- +30% Stun/Frz- +35% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +3 See.Stealth +16 See.Invis +17 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +6 (+0 eff.) ---------- misc Light +5 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 T5 lite [Random Unique] Disrupt/Psionic While equipped: Stats +4 Str dps ---------- Res.pen +10% physical Acc +8 (+1 eff.) ----- def ----- Resists +6% all Spell.save +24 (+0 eff.) Mind.save +12 (+1 eff.) ---------- misc Stam/turn +0.60 Light +4 See.Stealth +24 See.Invis +15 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 Item imbue powers: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 46 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T5 shot ammo [Random Unique] Arcane Power 175% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +6 Crit +9.0% Capacity 22 Proj.spd +200% Ranged+ +33 blight +20 darkness +20 lightning On Hit: 10% Epidemic 5 On Hit: * 18% chance to disease * 25% chance for lightning to arc to a second target * 20% chance to curse the target While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo [Unique] Psionic Power 147% Range: 1.2x Uses 50% Wil, 50% Cun, 50% Mag 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Capacity 20 Ranged+ +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. |
![]() 3.0 T3 shot ammo [Random Unique] Disrupt/Master/Psionic Power 142% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Dmg Mind Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 42 Ranged+ +20 nature +8 mind On Hit.r1 +8 mind +4 nature On Hit: * Slows global speed by 10% * leeches stamina from the target * 25% chance to put talents on cooldown While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T3 shot ammo [Random Unique] Arcane/Master/Psionic Power 142% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +7 Crit +9.0% Capacity 22 Proj.spd +200% Ranged+ +8 lightning +26 physical +12 nature On Hit.r1 +12 blight On Hit: * 25% chance for lightning to arc to a second target * 10% chance to knock the target back Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Random Unique] Arcane Power 163% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +7 Crit +9.0% Capacity 22 Ranged+ +16 blight +16 darkness +4 acid On Hit.r1 +16 fire On Crit.r2 +8 acid On Hit: * 20% chance to curse the target * Random elemental explosion While equipped: ---------- misc Reload +3 Shots are used with slings to pummel your foes to death. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +3 Cun +8 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Melee Ret 16 mind ----- def ----- Heal/summ +40 ---------- misc Psi/ret +0.16 Wards +3 physical +4 mind +4 darkness Talents +1 Ward Teleport randomly (rad 42) Puts all charms on 7 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+0 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+0 eff.) Psionic Pull: Level 3.0 Pwr.cost 5 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 361 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +18% light +18% darkness Melee Ret 16 light On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +6% darkness ---------- misc Light +3 Absorb and nullify at most 2 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 T3 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +25% acid On Hit (Melee): * 30% chance to inflict 15% damage reduction * 30% chance to corrode armour by 30% ----- def ----- Resists +30% acid ---------- misc Talents +1 Invoke Tentacle Cooldown Invoke Tentacle +5 Heal a target within range 11 (based on Willpower) for 162 Puts all charms on 5 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+0 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T4 wand charm [Rare] Arcane While equipped: Stats +4 Str +4 Dex dps ---------- Res.pen +25% physical ----- def ----- Resists +6% cold +9% nature +12% temporal Spell.save +12 (+0 eff.) Poison- +20% Cut- +15% Knockbk- +25% Reveal the area around you, dispelling darkness (radius 14, power 103 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 2 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% blight Res.pen +25% blight Melee Ret 8 blight ----- def ----- Resists +12% mind +12% blight Creates a wall of flames lasting 4 turns (dealing 371 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 T1 wand charm [Ego] Arcane Fire a bolt of a random element with (base) damage 46 to 91 Puts all charms on 3 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con 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 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% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Facemelter the Yeek Possessor level 39
47th Dusk 122nd year of Ascendancy at 17:48 see stats
By Facemelter the Yeek Possessor level 35
16th Dusk 122nd year of Ascendancy at 13:55 see stats
By Facemelter the Yeek Possessor level 46
57th Dusk 122nd year of Ascendancy at 20:42 see stats
By Facemelter the Yeek Possessor level 50
73rd Haze 122nd year of Ascendancy at 20:51 see stats
By Facemelter the Yeek Possessor level 50
24th Haze 122nd year of Ascendancy at 13:46 see stats
By Facemelter the Yeek Possessor level 50
47th Haze 122nd year of Ascendancy at 08:23 see stats
By Facemelter the Yeek Possessor level 45
54th Dusk 122nd year of Ascendancy at 02:04 see stats
By Facemelter the Yeek Possessor level 43
51st Dusk 122nd year of Ascendancy at 20:30 see stats
By Facemelter the Yeek Possessor level 11
5th Mirth 122nd year of Ascendancy at 15:33 see stats
By Facemelter the Yeek Possessor level 36
29th Dusk 122nd year of Ascendancy at 00:07 see stats
By Facemelter the Yeek Possessor level 50
73rd Dusk 122nd year of Ascendancy at 02:47 see stats
By Facemelter the Yeek Possessor level 47
57th Dusk 122nd year of Ascendancy at 21:08 see stats
By Facemelter the Yeek Possessor level 10
4th Mirth 122nd year of Ascendancy at 12:17 see stats
By Facemelter the Yeek Possessor level 20
4th Flare 122nd year of Ascendancy at 02:54 see stats
By Facemelter the Yeek Possessor level 30
15th Dusk 122nd year of Ascendancy at 12:09 see stats
By Facemelter the Yeek Possessor level 40
50th Dusk 122nd year of Ascendancy at 13:23 see stats
By Facemelter the Yeek Possessor level 50
72nd Dusk 122nd year of Ascendancy at 23:16 see stats
By Facemelter the Yeek Possessor level 32
16th Dusk 122nd year of Ascendancy at 01:22 see stats
By Facemelter the Yeek Possessor level 50
54th Haze 122nd year of Ascendancy at 17:18 see stats
By Facemelter the Yeek Possessor level 39
29th Dusk 122nd year of Ascendancy at 13:28 see stats
By Facemelter the Yeek Possessor level 43
51st Dusk 122nd year of Ascendancy at 12:24 see stats
By Facemelter the Yeek Possessor level 21
14th Dusk 122nd year of Ascendancy at 18:13 see stats
By Facemelter the Yeek Possessor level 11
5th Mirth 122nd year of Ascendancy at 16:56 see stats
By Facemelter the Yeek Possessor level 43
51st Dusk 122nd year of Ascendancy at 21:13 see stats
By Facemelter the Yeek Possessor level 22
14th Dusk 122nd year of Ascendancy at 20:28 see stats
By Facemelter the Yeek Possessor level 50
1st Time of Equilibrium 122nd year of Ascendancy at 02:39 see stats
By Facemelter the Yeek Possessor level 6
1st Mirth 122nd year of Ascendancy at 11:00 see stats
By Facemelter the Yeek Possessor level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Facemelter the Yeek Possessor level 34
16th Dusk 122nd year of Ascendancy at 09:08 see stats
Log
Doomed Shade of Facemelter uses Dark Tendrils.
Doomed Shade of Facemelter's mind surges with critical power!
Doomed Shade of Facemelter activates Psiblades.
Doomed Shade of Facemelter activates Psiblades.
Doomed Shade of Facemelter's healing is amplified!
Doomed Shade of Facemelter steals healing from Facemelter!
Doomed Shade of Facemelter HEALS from physical damage!
Doomed Shade of Facemelter mentally dismisses some damage!
Doomed Shade of Facemelter converts some damage to Psi!
Doomed Shade of Facemelter HEALS from mind damage!
Doomed Shade of Facemelter HEALS from darkness damage!
Facemelter HEALS from physical damage!
Facemelter HEALS from light damage!
Facemelter mentally dismisses some damage!
Facemelter converts some damage to Psi!
Facemelter HEALS from mind damage!
Facemelter HEALS from darkness damage!
Facemelter hits Doomed Shade of Facemelter for (30 dismissed), 2 to psi, 0 physical, 0 healing (8 psi heal), (235 dismissed), 15 to psi, 2 mind, 2 healing (50 psi heal), (44 dismissed), 3 to psi, 0 darkness, 0 healing (9 psi heal) (22 total damage) [69 healing].
Doomed Shade of Facemelter hits Doomed Shade of Facemelter for 564 healing (16392 psi heal), 0 healing (14 psi heal), 1 healing (36 psi heal), 1 healing (35 psi heal) (0 total damage) [17044 healing].
Doomed Shade of Facemelter hits Facemelter for 0 to psi, 39846 physical, (42 shifted), 0 mind, (83 dismissed), 21 light, (81 dismissed), 20 darkness (39887 total damage).
Doomed Shade of Facemelter deactivates Psiblades.
Doomed Shade of Facemelter deactivates Psiblades.
Doomed Shade of Facemelter activates Psiblades.
Doomed Shade of Facemelter uses Willful Strike.
Doomed Shade of Facemelter's mind surges with critical power!
Facemelter was smashed!
Doomed Shade of Facemelter activates his Will of Ul'Gruth!
Doomed Shade of Facemelter performs a melee critical strike against Facemelter!
Saving game...