











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.5 |
Addons | Prowler Class 1.5.10Adds the Prowler subclass, a hybrid Wilder that uses stealth and mobility to take down their foes. Uses a combination of standard Rogue and Wilder talents, four new Wild-Gift trees and two new Technique trees. Prowlers are wild-rogues that focus on agile melee combat with psiblades or daggers and use their strong will to augment their abilities and call nature to their bidding. Opague Tooltips 1.5.5Tired of messy looking tooltips, or squinting when trying to read them? Squint no more!! This mod removes the transparency of the tooltips, making them easier to read! Ashes of Urh'Rok 1.6.0Official 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Playable Mummy Race 1.4.8Adds Mummies as a new type of undead that cripple their enemies and overcome any obstacle. Embalming increases Strength and Willpower Mummies begin in their own starter zone, a low-level dungeon reminiscent of both the Blighted Scar and the Elven Ruins. Mummies are initially locked, and unlock by defeating the Mummy Lord Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Shadow Race 1.0.1Adds shadow race with bugfix. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Exponential Leveling 1.5.5Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Examine Floor Stack 1.3.0Adds an action to the right-click map menu to examine a stack of objects on the floor. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Lichform Limitbreak 1.4.5Modifies Lichform to account for unusually high talent levels. High Guard 1.6.0Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Grove Keeper 1.6.2Adds the Grove Keeper, a Wilder subclass. The Grove Keeper is pirmarily a mindpower-caster with limited summoning ability, but has the option to mix slings, or one-handed weapons and unarmed attacks, into their skill set. They are also able to become proficient with mindstars and focus wholly on mind-casting. Includes advanced class categories favoring either weapon-hybrid or mind-casting play style, with the advanced hybrid tree working equally well for ranged or melee. Full details in the forum. Prodigious Progress 1.6.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Proper Possession 1.5.0
Frequently Asked Questions: EquipDoll - Clean Item Names 1.6.0Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Merchant on the Map 1.6.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Store Restocker 1.5.5Possessor Bonus Class 1.6.0Donators/Buyers bonus! Adventurers Pack 1.6.0Adds 3 new dungeons to the world map (blood soaked ruins, infested ruins & wolfmire) these dungeons will have unique boss and lore spawns. 8 new bosses have been added that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) Over time I will be adding more dungeons to explore and bosses to defeat! I also have plans to create new mobs and mob variations, create unique artifacts and eventually implement a quest system to reward you for defeating the new bosses (since quests are not yet implemented bosses will drop gold upon death. vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv Del Undead Minions Inventory 1.6.0I've got a problem, when i play s a Necromancer and transfer item to my Minions and can't take them back, 'coz they don't under player control. After all items just disappear, when minions dead. Disappear Forever. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Я столкнулся с багом, когда Некромант может передать вещи своим миньонам, но забрать обратно их никак не может. Т.е. вещи в инвентаре у него есть, но получить их назад никак нельзя, так как миньоны неподконтрольны игроку. В итоге после смерти вещи исчезают навсегда. Данный мод блокирует инвентарь всех миньонов Некроманта и убирает строку из диалгового окна инвентаря об обмене. Установка: Удаление: или в игре: Tough Melinda light 1.5.0Melinda get a small boost so she can survived a little more. + 200 hp +10% resistance to fire and darkness + 15% resistance to acid +20% resistance to blight Note: Melinda may had other resistances or those named before be more highter, Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Mindslinger 1.6.2Adds the Mindslinger as a new, Yeek-only, Psionic subclass. New Talents: Psionic/Mindslinger: Psionic/Force: Psionic/Charge: More details in the forum thread. Icons from game-icons.net Embers of Rage 1.6.0Official 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:
Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Showing Items Tier in Inventory 1.6.0This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Bastion 1.5.10A complete rework for Bulwark. Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Items Vault 1.6.0Donators/Buyers bonus! Necromancy Compatibility 1.3.1Sneaks in after Necromancy+, Eternal Darkness and Deathknight are done and makes all their stuff coexist. Probably makes Necromancers OP. 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. 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. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Resist levels 1.5.10Gives bonus resistances (to elements and negative effects) on level ups Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Spell Merchants 1.6.0
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Witherer Class 1.5.10The Witherer is a Corruptor that focusses on slowly killing their enemies. Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Better Item Description 1.6.0This 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 Eternal Darkness 1.5.0Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Godmode Merchant 1.5.10Adds a NPC that will grant you invulnerability/max dmg, 249 spells available, stat/generic/prodigy points, money, raise sub stats, set level, and can imbue ANYTHING (as long as you have the gems and item)! He spawns near the portal to Angolwen. 1.0.5 - 50 Talent trees from Orcs/Cults DLC added (these will be marked with *orcs/cults dlc* next to the talents, these dlcs are NOT required to play this addon) 14 talents added that were missing. For a non-cheaty version check out my other addon that adds spell merchants you can purchase spells from: https://te4.org/games/addons/tome/master-spell-merchants vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Superhuman |
Class | Brawler |
Level / Exp | 44 / 6% |
Size | gargantuan |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 178 (base 60) |
Dexterity | 88 (base 60) |
Constitution | 139 (base 60) |
Magic | 94 (base 60) |
Willpower | 84 (base 60) |
Cunning | 98 (base 60) |
Resources
Mana | 168/168 |
Negative | 117/159 |
Life | 7567/7567 |
Paradox | 300 |
Soul | 17/17 |
Hate | 100/100 |
Equilibrium | 20 |
Vim | 253/253 |
Steam | 100/100 |
Positive | 139/139 |
Stamina | 384/384 |
Psi | 153/153 |
Healing Factor | 1.726213592233 |
Regeneration | 281.21675355976 |
Speed
Mental | +22.5% |
Attack | +22.5% |
Movement | +261.17323473125% |
Spell | +56.545913090607% |
Global | +246.8% |
Vision
Sight | 15 |
Lite | 11 |
Infravision | 8 |
See Stealth | 54.519345751312 |
See Invisible | 54.519345751312 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Barehand
Damage | 270 |
Accuracy | 72 |
Crit Chance | 141% |
APR | 74 |
Speed | 0.82 |
Offense: Spell
Spellpower | 143 |
Crit Chance | 98% |
Speed | 0.63879023109419 |
Cooldown Reduction | 13.333333333333 |
Offense: Mind
Mindpower | 157 |
Crit Chance | 82% |
Speed | 0.81632653061224 |
Offense: Damage Bonus
Acid | +15% |
Blight | +15% |
Physical | +18% |
Cold | +30% |
All | 0% |
Darkness | +47% |
Mind | +13% |
Lightning | +57% |
Fire | +58% |
Nature | +19% |
Offense: Damage Penetration
Acid | +70% |
Blight | +70% |
Physical | +87% |
Cold | +70% |
All | +55% |
Darkness | +70% |
Light | +60% |
Mind | +85% |
Lightning | +70% |
Fire | +70% |
Nature | +70% |
Defense: Base
Armour (hardiness) | 107.47548176943 (81.696412001992%) |
Defense | 106 |
Ranged Defense | 114 |
Fatigue | 0 |
Physical Save | 78 |
Spell Save | 103 |
Mental Save | 63 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 65%( 70%) |
Arcane | + 70%( 70%) |
Cold | + 70%( 70%) |
All | + 64%( 70%) |
Darkness | + 68%( 70%) |
Light | + 61%( 70%) |
Physical | + 70%( 70%) |
Lightning | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 60% |
Poison Resistance | 43% |
Blind Resistance | 65% |
Disarm Resistance | 43% |
Teleport Resistance | 43% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 93% |
Inscriptions (5/5)
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 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 389 damage for 25 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 316 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Class Talents
Steamtech / Elusiveness | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Called Shots | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Spell / Air | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Pugilism | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Spell / Earth | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Voracity | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Gloom | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Inanimation | 0.80 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Blood | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Energy alchemy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.00 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Technique / Combat veteran | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Spell / Shades | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Furnace | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Vim | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Assassination | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Corruption / Scourge | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Storm | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Sol | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Advanced necrotic minions | 1.80 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Celestial / Energies | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Artifice | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Golemancy | 1.20 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Munitions | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Plague | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Warcries | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Focus | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Void | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Berserker's strength | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Cosmic | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Rampage | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Spell / Frost alchemy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Strife | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Agility | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Force of will | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Reflection | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire alchemy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Predator | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Absorption | 1.00 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Wildfire | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Grappling | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Superiority | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / One with shadows | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Stasis | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Duelist | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Tactical | 1.80 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Necrotic minions | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Celestial / Combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Shadowflame | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Advanced-golemancy | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Sniper | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Tireless Combatant | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cunning / Shadow magic | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Ice | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Acid alchemy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Shadows | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Animus | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Explosive admixtures | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Corruption / Blight | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Magical combat | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Shield defense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Battle tactics | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Advanced shadowmancy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Meta | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Spell / Stone | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Steamtech / Engineering | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Vile life | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed aura | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Manifold | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Lethality | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.80 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Corruption / Demonic strength | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Celestial / Hymns | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Feedback | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Necrosis | 1.40 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed training | 1.70 |
| 5/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Psionic / Dreaming | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Field control | 1.00 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Energy | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Dark sustenance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Augmented mobility | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Acrobatics | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
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 |
Effects
talent | Stone Skin |
talent | Through The Crowd |
talent | Shadow Combat |
talent | Arcane Shield |
talent | Savage Hunter |
talent | Thunderstorm |
talent | Precise Strikes |
talent | Shielding |
talent | Mental Tyranny |
talent | Volatile Poison |
talent | Energy Decomposition |
talent | Kinetic Shield |
talent | Abyssal Shield |
talent | Necrotic Aura |
talent | Gloom |
talent | Blurred Mortality |
talent | Soulwinds |
talent | Lucid Dreamer |
talent | Striking Stance |
talent | Elemental Discord |
talent | Apply Poison |
talent | Crystalline Focus |
talent | Feather Wind |
talent | Elemental Harmony |
talent | Call Shadows |
talent | Shadows Empathy |
talent | Beyond the Flesh |
talent | Stoning Poison |
talent | Shock Hands |
talent | Spellcraft |
talent | Weapon of Wrath |
talent | Quicken Spells |
talent | Hymn of Shadows |
talent | Arcane Feed |
talent | Chant of Resistance |
talent | Charged Shield |
talent | Weapon of Light |
talent | Fiery Hands |
beneficial effect | Your movement speed is increased by 5%. Your casting speed is increased by 4%. Celestial Acceleration |
beneficial effect | Increases physical save, spell save, and mental save by 30. Global speed increased by 9%. Through The Crowd |
beneficial effect | The target is moving is 90% faster. 3 Celerity |
beneficial effect | Countering melee attacks: Has a 64% chance to get an automatic counter attack when avoiding a melee attack. (2.2 counters remaining) Counter Attacking |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you gained talent category Spell / Divination (at mastery 1.00). | done |
You abandoned lone alchemist to death. Escort: lone alchemist (level 4 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Wolfmire. Escort: lost warrior (level 3 of Wolfmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Wolfmire. Escort: temporal explorer (level 2 of Wolfmire)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 1.00). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Dreadfell. Escort: worried loremaster (level 1 of Dreadfell)As a reward you improved Constitution by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 660. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of stoneskin, which can be used to permanently increase your armor by four. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed multi-hued wyrm scale. * You've found the needed xorn fragment. | 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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() 3.0 T5 greatsword 1H weapon [Unique] Master Power 60.0 - 96.0 Physical Uses 112% Wil, 50% Mag Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +10.0% Atk.spd 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con ---------- misc Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
Quiver | ![]() 3.0 T1 arrow ammo [Unique] Arcane Power 15.0 - 21.0 Physical Uses 70% Wil, 50% Mag, 42% Cun Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 20 Ranged+ +10 arcane silence Fight magic with magic! This object's appearance was changed to Arrows of Manalocking. |
Light source | ![]() 1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +44.00 ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+2 eff.) ----- def ----- Defense +8 (+1 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.4 Pwr.cost 18 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 55.37 mind and 71.99 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 50% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 50. Terrified: Deals 14.13 mind and 18.36 darkness damage per turn and increases cooldowns by 74%. Haunted: Causes the target to suffer 21.42 mind and 27.85 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. This object's appearance was changed to The Face of Fear. |
Tool | ![]() 2.0 T1 misc tool [Unique] Nature 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. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 24.02 cold and 21.71 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +6 Cun +2 Str dps ---------- Phys.pwr +7 (+1 eff.) ----- def ----- Phys.save +9 (+2 eff.) Spell.save +11 (+2 eff.) Die.at -80.00 life ---------- misc Stam/turn +2.00 Light +2 Infravis +3 Size +1 A belt that goes around your waist. |
Main armor | ![]() 9.0 T2 light armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +4.0% Spell.crit +1% Crit.mult +18.00% Phys.pwr +5 (+1 eff.) S.pwr/crit +4 ----- def ----- Armour +5 Defense +6 (+1 eff.) Fatigue +7% Resists +18% lightning +6% cold +7% acid ---------- misc Breathe water A suit of armour made of leather. This object's appearance was changed to Iron Mail of Bloodletting. |
On feet | ![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Mind.crit +1% Mind.pwr +10 (+1 eff.) Res.pen +5% light ----- def ----- Armour +1 Resists +6% light Mind.save +3 (+1 eff.) ---------- misc Stam/turn +0.40 Max.stam +12.00 Light +3 A pair of boots made of leather. This object's appearance was changed to Scorched Boots. |
On hands | ![]() 1.5 T3 hands armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+1 eff.) Dmg.mod +20% lightning ----- def ----- Armour +5 Resists +15% lightning Unarmed combat: Power 23.0 - 32.2 Physical Uses 64% Wil, 50% Mag, 64% Cun Acc+ +0.2% base dam (max 20%) Apr +10 Crit +4.0% Atk.spd 100% Melee+ +20 lightning On Hit: 20% Chain Lightning 3 On Hit: 15% Nova 2 On Spell Hit: 10% Lightning 1 This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Cun +1 Wil dps ---------- Dmg.mod +3% mind Melee Ret 4 mind ----- def ----- Defense +1 (+0 eff.) Phys.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Die.at -50.00 life ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Fearfire Mantle. |
Around neck | ![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+0 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
![]() 0.1 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 heal for 18% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Spell (64% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (64% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 physical, 4 darkness, 4 blight, 5 temporal, 3 light Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 11 Travel.spd instantaneous Usage Speed Spell (64% of a turn) Is a spell Description: Inflicts 486.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +3 Str dps ---------- Melee+ 7 light 5 darkness Dmg.mod +7% light +6% darkness On Melee Ret: * 7% chance to reduce damage dealt by 52% * 6% chance to blind ----- def ----- Resists +22% lightning Mind.save +6 (+2 eff.) Max.HP +20.00 Confus- +10% Stun/Frz- +22% Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+0 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 653 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Str +2 Dex +3 Wil +18 Lck dps ---------- Dmg.mod +6% lightning Res.pen +20% lightning Acc +18 (+4 eff.) ----- def ----- Defense +20 (+3 eff.) Resists +29% mind +9% lightning Unseen.red 17% Blind- +24% Confus- +50% ---------- misc Infravis +12 Sight +2 See.Invis +13 Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Unique] Arcane/Nature While equipped: dps ---------- Ranged+ 10 lightning ----- def ----- Stun/Frz- +10% Chain Lightning: Level 1.0 Pwr.cost 30 out of 50/50. Range 10 Travel.spd instantaneous Is a spell Description: Invokes a forking beam of lightning doing 144.19 to 432.58 damage (288.39 average) and forking to another target. It can hit up to 4 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. You feel a small electrical jolt when you touch this pendant. |
![]() 0.1 T1 ring jewelry [Unique] Arcane While equipped: dps ---------- Melee+ 5 acid Ranged+ 5 acid Dmg.mod +10% acid Melee Ret 5 acid ----- def ----- Resists +10% acid Corrosive Vapour: Level 1.0 Pwr.cost 30 out of 30/30. Range 8 Travel.spd instantaneous Is a spell Description: Corrosive fumes rise from the ground doing 47.14 acid damage in a radius of 3 each turn for 3 turns. The damage will increase with your Spellpower. This bronze ring has gone soft and green with age. It seems to have become attuned to the power of such corrosion. |
![]() 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 (+3 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 T1 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +2 Cun +2 Mag ---------- misc Infravis +1 See.Stealth +3 See.Invis +3 Telpty rng +1 Masteries +0.20 Spell/Divination This small iron ring seems exceptionally shiny and in focus. |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Res.pen +25% darkness On Hit (Melee): * 20% chance to slow global speed by 98% * 20 arcane resource burn ----- def ----- Resists +9% lightning +6% fire +6% darkness Spell.save +12 (+2 eff.) Mind.save +6 (+2 eff.) Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +12% blight ----- def ----- Resists +12% acid +12% blight +12% fire +14% cold +12% lightning Mind.save +7 (+2 eff.) Confus- +26% ---------- misc Light +3 See.Invis +6 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Mag +4 Wil +5 Cun dps ---------- Mind.pwr +8 (+1 eff.) Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +8 (+1 eff.) Resists +6% nature Spell.save +6 (+1 eff.) Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% 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 T4 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +8 Str +5 Wil +6 Cun +8 Con dps ---------- Phys.pwr +7 (+1 eff.) Mind.pwr +9 (+1 eff.) Res.pen +25% darkness ----- def ----- Resists +3% darkness +5% arcane Max.HP +51.00 HP.reg +7.00 Heal.mod +13% Rings can have magical properties. |
![]() 3.0 T4 battleaxe 2H weapon [Random Unique] Arcane Power 47.0 - 70.5 Physical Uses 112% Wil, 50% Mag Acc+ +0.3% crit chance (max 25%) Apr +23 Crit +7.5% Atk.spd 100% Phasing +20% Melee+ +23 cold On Crit.r2 +4 darkness On Hit: * 25% chance for lightning to strike from the target to a second target dealing 192 damage While equipped: Stats +3 Wil dps ---------- Dmg.mod +3% mind Melee Ret 4 darkness ---------- misc Equi/ret +0.12 Massive two-handed battleaxes. |
![]() 3.0 T2 battleaxe 2H weapon [Unique] Master Power 45.0 - 67.5 Physical Uses 112% Wil, 50% Mag Acc+ +0.3% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+2 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 T3 battleaxe 2H weapon [Random Unique] Arcane/Master Power 31.5 - 47.3 Physical Uses 112% Wil, 50% Mag Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit.r1 +12 arcane On Crit.r2 +4 acid On Hit: 20% Curse of Vulnerability 3 On Hit: * 20% chance to reduce armor by 60% * 25% chance for lightning to strike from the target to a second target dealing 192 damage While equipped: dps ---------- Res.pen +12% all Acc +12 (+3 eff.) Apr +12 On Hit (Melee): * 10% chance to reduce armor by 60% Massive two-handed battleaxes. |
![]() 3.0 T3 battleaxe 2H weapon [Random Unique] Nature/Master Power 34.0 - 51.0 Physical Uses 112% Wil, 50% Mag Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +13 nature On Crit.r2 +12 mind +4 fire While equipped: dps ---------- Phys.crit +10.0% Crit.mult +21.00% Dmg.mod +6% fire Res.pen +9% all Acc +14 (+3 eff.) Apr +24 On Hit (Melee): * 20% chance to reduce all saves and defense by 66 ----- def ----- Resists +6% fire Massive two-handed battleaxes. |
![]() 3.0 T2 battleaxe 2H weapon [Random Unique] Master Power 24.0 - 36.0 Physical Uses 112% Wil, 50% Mag Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Res.pen +10% all Acc +19 (+4 eff.) Apr +13 ----- def ----- Defense +9 (+1 eff.) Resists +6% mind Phys.save +3 (+1 eff.) Silence- +10% Disarm- +28% Massive two-handed battleaxes. |
![]() 3.0 T2 battleaxe 2H weapon [Random Unique] Arcane/Master Power 20.0 - 30.0 Physical Uses 112% Wil, 50% Mag Acc+ +0.3% crit chance (max 25%) Apr +11 Crit +5.0% Atk.spd 100% Phasing +16% On Hit.r1 +12 temporal On Crit.r2 +8 light On Hit: * 25% chance for lightning to strike from the target to a second target dealing 192 damage While equipped: dps ---------- Res.pen +5% light +9% all Acc +7 (+1 eff.) Apr +10 ---------- misc Light +1 Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Unique] Nature/Disrupt Power 72.0 - 108.0 Physical Uses 112% Wil, 50% Mag Acc+ +0.3% crit chance (max 25%) 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: ---------- misc Cooldown Mana Clash -2 Ice Claw -1 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 [Unique] Arcane/Nature Power 10.0 - 15.0 Physical Uses 112% Wil, 50% Mag Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +5.0% Atk.spd 200% Melee+ +5 lightning This battleaxe moves fluidly, almost gracefully when swung. |
![]() 3.0 T4 battleaxe 2H weapon [Random Unique] Disrupt/Master Power 54.5 - 81.8 Physical Uses 112% Wil, 50% Mag Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +8 darkness Against +20% Unnatural On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Str +6 Wil dps ---------- Phys.crit +19.0% Dmg.mod +12% darkness Melee Ret 2 darkness Massive two-handed battleaxes. |
![]() 3.0 T2 battleaxe 2H weapon [Random Unique] Arcane/Psionic Power 23.5 - 35.3 Physical Uses 112% Wil, 50% Mag Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +7 darkness +7 cold Against +12% Living On Hit: * Create an explosion dealing 192 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +7% fire Res.pen +7% fire ----- def ----- Armour +6 ---------- misc Stam/turn +2.00 Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Random Unique] Arcane/Master Power 57.0 - 85.5 Physical Uses 112% Wil, 50% Mag Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Hit.r1 +4 mind On Hit: * 20% chance to reduce all saves and defense by 66 On Crit: * Splash the target with acid dealing 321 damage over 5 turns and reducing armor and accuracy by 41 While equipped: Stats +7 Dex dps ---------- Phys.spd +10% Res.pen +14% physical Acc +52 (+12 eff.) Apr +17 On Hit (Melee): * 20% chance to reduce all saves and defense by 66 ----- def ----- Resists +6% cold Massive two-handed battleaxes. |
![]() 1.0 T4 dagger 1H weapon [Unique] Arcane Power 36.0 - 46.8 Physical Uses 40% Wil, 35% Cun, 105% Mag Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +14.0% Atk.spd 100% Melee+ +20 cold Dmg.conv 50% light While equipped: Stats +4 Cun +4 Mag dps ---------- Spell.pwr +20 (+2 eff.) Dmg.mod +20% light ---------- misc Light +2 On Spell Hit: 10% Sun Flare 4 Circle of Blazing Light: (Instant) Level 4.0 Pwr.cost 40 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 4 at your feet; the circle lights up affected tiles, increases your positive energy by 6 each turn and deals 21.72 light damage and 34.38 fire damage per turn to everyone else within its radius. The circle lasts 7 turns. The damage will increase with your Spellpower. Magic from high above the clouds. This dagger serves good. |
![]() 1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master/Psionic Power 11.0 - 14.3 Physical Uses 40% Wil, 72% Cun, 50% Mag Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Splash the target with acid dealing 321 damage over 5 turns and reducing armor and accuracy by 41 While equipped: Stats +3 Str +3 Mag +2 Cun dps ---------- Dmg.mod +7% physical Res.pen +10% acid Acc +5 (+1 eff.) ----- def ----- Resists +6% acid Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 40% Wil, 72% Cun, 50% Mag Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease 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 10.0 - 13.0 Light Uses 40% Wil, 32% Cun, 50% Mag Acc+ +0.3% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 40% Wil, 50% Mag, 80% Cun Acc+ +0.3% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+2 eff.) Phys.save +15 (+3 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 1.0 T3 dagger 1H weapon [Random Unique] Nature/Master/Psionic Power 22.5 - 29.3 Physical Uses 40% Wil, 72% Cun, 50% Mag Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +13 mind +8 nature On Crit.r2 +20 blight On Hit: * 15% chance to reduce all saves and defense by 66 While equipped: Stats +3 Cun +3 Wil ----- def ----- Resists +3% blight +6% nature Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Random Unique] Arcane/Master Power 48.0 - 62.4 Physical Uses 40% Wil, 72% Cun, 50% Mag Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +13 blight +6 cold On Hit: 20% Epidemic 5 On Hit: * 15% chance to reduce strength, dexterity, and constitution by 49 While equipped: Stats +4 Str +4 Mag dps ---------- S.pwr/crit +6 Apr +3 ----- def ----- Disease- +21% Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Random Unique] Arcane/Master Power 17.5 - 22.8 Physical Uses 40% Wil, 72% Cun, 50% Mag Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +12 blight On Hit.r1 +12 fire On Hit: * 20% chance to reduce strength, dexterity, and constitution by 49 While equipped: Stats +1 Dex dps ---------- Phys.crit +8.0% Crit.mult +15.00% Apr +5 ----- def ----- Resists +9% mind +6% darkness Heal.mod +15% ---------- misc Stam/turn +1.00 Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Random Unique] Arcane/Master Power 21.0 - 27.3 Physical Uses 40% Wil, 72% Cun, 50% Mag Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: 20% Curse of Death 3 On Crit: * Splash the target with acid dealing 321 damage over 5 turns and reducing armor and accuracy by 41 * Wound the target dealing 530 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +13.0% Crit.mult +10.00% Phys.pwr +8 (+1 eff.) Apr +2 ----- def ----- Armour +8 Defense +10 (+1 eff.) Sharp, short and deadly. |
![]() 5.0 T5 greatmaul 2H weapon [Random Unique] Nature/Master Power 67.0 - 100.5 Physical Uses 112% Wil, 50% Mag Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +24 nature On Hit.r1 +16 fire While equipped: Stats +1 Mag +19 Wil +21 Con dps ---------- Phys.crit +14.0% Crit.mult +38.00% Apr +19 ----- def ----- Resists +6% fire Max.HP +83.00 ---------- misc Light +2 See.Invis +3 Massive two-handed mauls. |
![]() 5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 118% Wil, 50% Mag Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
![]() 5.0 T2 greatmaul 2H weapon [Random Unique] Arcane/Master Power 38.5 - 57.8 Physical Uses 112% Wil, 50% Mag Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +4 light +16 cold On Crit: * Wound the target dealing 530 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +12.0% Phys.pwr +10 (+1 eff.) Dmg.mod +9% arcane Melee Ret 6 light Massive two-handed mauls. |
![]() 5.0 T2 greatmaul 2H weapon [Unique] Nature/Disrupt Power 32.0 - 48.0 Physical Uses 112% Wil, 50% Mag Acc+ +0.2% base dam (max 20%) 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 (+3 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
![]() 5.0 T2 greatmaul 2H weapon [Random Unique] Arcane/Master Power 38.0 - 57.0 Physical Uses 112% Wil, 50% Mag Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +10 blight On Hit.r1 +12 light On Hit: 20% Epidemic 2 On Hit: * 10% chance to reduce all saves and defense by 66 * 10% chance to reduce strength, dexterity, and constitution by 49 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Res.pen +5% mind ----- def ----- Disease- +14% Massive two-handed mauls. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 67.0 - 107.2 Physical Uses 109% Wil, 50% Mag, 20% Con Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 143 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con ---------- misc Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 30 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
![]() 3.0 T3 greatsword 2H weapon [Unique] Arcane Power 48.0 - 76.8 Physical Uses 118% Wil, 50% Mag Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +11.0% Atk.spd 50% 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 70.0 - 112.0 Physical Uses 118% Wil, 60% Mag Acc+ +0.4% crit mult (max 40%) 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 T3 greatsword 2H weapon [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 112% Wil, 50% Mag Acc+ +0.4% crit mult (max 40%) 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. |
![]() 12.0 T3 greatsword 2H weapon [Unique] Psionic Power 49.0 - 78.4 Physical Uses 117% Wil, 50% Mag Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
![]() 3.0 T4 greatsword 2H weapon [Unique] Arcane/Master Power 68.0 - 108.8 Physical Uses 115% Wil, 50% Mag Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +10.0% Atk.spd 100% HP.leech +8% Dmg.conv 50% fire burn While equipped: Stats +3 Cun +5 Str dps ---------- Dmg.mod +10% darkness +15% fire ----- def ----- Resists +15% fire Accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage. Uses 10 power out of 25/25 This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
![]() 3.0 T3 greatsword 2H weapon [Random Unique] Master Power 51.0 - 81.6 Physical Uses 112% Wil, 50% Mag Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +14.0% Crit.mult +17.00% Res.pen +5% cold Acc +12 (+3 eff.) Apr +12 Melee Ret 8 cold ----- def ----- Defense +10 (+1 eff.) Resists +6% fire +5% arcane +6% light Disarm- +41% Massive two-handed swords. |
![]() 0.1 T2 greatsword 2H weapon [Unique] Arcane/Master Power 26.0 - 41.6 Physical Uses 112% Wil, 60% Mag Acc+ +0.4% crit mult (max 40%) Apr +25 Crit +3.0% Atk.spd 111% Melee+ +15 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+0 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
![]() 4.0 T2 longbow 2H weapon Reqs Shoot [Random Unique] Arcane/Master Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +22 lightning +4 nature On Hit.r1 +8 nature While equipped: Stats +3 Str dps ---------- Phys.pwr +11 (+2 eff.) Dmg.mod +27% lightning Melee Ret 10 mind Longbows are used to shoot arrows at your foes. |
![]() 4.0 T2 longbow 2H weapon Reqs Shoot [Unique] Arcane/Nature Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +7 On Hit: 25% Epidemic 1 On Hit: 25% Cyst Burst 1 While equipped: dps ---------- Spell.pwr +10 (+1 eff.) Ranged+ 20 blight Dmg.mod +20% blight On Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 49 ----- def ----- Disease- +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
![]() 4.0 T3 longbow 2H weapon Reqs Shoot [Unique] Arcane Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +9 Proj.spd +400% On Hit: 100% Arcane Eye 4 While equipped: dps ---------- Ranged+ 25 arcane ---------- misc Light +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
![]() 4.0 T1 longbow 2H weapon Reqs Shoot [Unique] Master Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.3% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+3 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
![]() 4.0 T2 longbow 2H weapon Reqs Shoot [Random Unique] Nature/Master Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +4 arcane While equipped: Stats +6 Str +11 Wil +8 Con dps ---------- Phys.pwr +20 (+2 eff.) Res.pen +15% lightning +15% arcane +5% blight ----- def ----- Max.HP +39.00 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T4 longbow 2H weapon Reqs Shoot [Random Unique] Arcane/Master Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +9 Ranged+ +4 mind +12 cold While equipped: Stats +9 Str dps ---------- Phys.pwr +24 (+3 eff.) Dmg.mod +6% mind +24% cold ---------- misc Psi/ret +0.12 Max.psi +10.00 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T3 longsword 1H weapon [Random Unique] Arcane Power 24.0 - 33.6 Physical Uses 100% Wil, 50% Mag Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +6 blight +10 light Against +8% Undead On Hit.r1 +4 temporal On Hit: * 12% chance to reduce strength, dexterity, and constitution by 49 On Crit: * Splash the target with acid dealing 321 damage over 5 turns and reducing armor and accuracy by 41 While equipped: Stats +3 Dex dps ---------- Acc +10 (+2 eff.) ----- def ----- Armour +6 Def/telep +15 Res/telep +15% Dur/telep +15% Sharp, long, and deadly. |
![]() 3.0 T2 longsword 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Wil, 50% Mag Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +5.0% Atk.spd 100% Phasing +20% On Hit: 10% Manathrust 2 While equipped: Stats +4 Mag You could carefully tailor an enchantment along the lines of some sort of theme, or you could just fill it with raw magical power. This is the result of the latter. |
![]() 3.0 T5 longsword 1H weapon [Random Unique] Arcane Power 42.5 - 59.5 Physical Uses 100% Wil, 50% Mag Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: 20% Curse of Impotence 5 On Crit: * Splash the target with acid dealing 321 damage over 5 turns and reducing armor and accuracy by 41 While equipped: Stats +3 Dex +10 Mag +7 Wil +2 Cun dps ---------- Spell.pwr +14 (+1 eff.) Res.pen +10% fire Melee Ret 4 fire ----- def ----- Resists +3% fire Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Unique] Master/Psionic Power 48.0 - 67.2 Physical Uses 100% Wil, 50% Mag Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +10.0% Atk.spd 100% On Hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On Kill: * Enter a Rampage (Shared cooldown). While equipped: Stats +10 Str +10 Wil +7 Cun dps ---------- Acc +18 (+4 eff.) ---------- misc Masteries +0.20 Cursed/Rampage +0.20 Cursed/Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
![]() 3.0 T4 longsword 1H weapon [Unique] Nature/Master Power 38.0 - 53.2 Fire Uses 100% Wil, 50% Mag Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +18.0% Atk.spd 100% On Hit: 15% Fire Breath 4 While equipped: Stats +7 Str +7 Wil dps ---------- Dmg.mod +20% fire Res.pen +15% fire ----- def ----- Resists +10% nature +15% fire This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
![]() 3.0 T3 longsword 1H weapon [Random Unique] Arcane/Master Power 21.5 - 30.1 Physical Uses 100% Wil, 50% Mag Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit.r2 +12 darkness On Crit: * Splash the target with acid dealing 321 damage over 5 turns and reducing armor and accuracy by 41 While equipped: Stats +1 Mag +3 Wil dps ---------- Spell.pwr +7 (+1 eff.) Dmg.mod +9% arcane Res.pen +6% all Acc +10 (+2 eff.) Apr +7 ---------- misc Mana/turn +0.04 Sharp, long, and deadly. |
![]() 3.0 T2 longsword 1H weapon [Random Unique] Arcane/Master Power 25.0 - 35.0 Physical Uses 100% Wil, 50% Mag Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +4 blight +11 light Against +15% Undead On Hit.r1 +8 lightning On Crit.r2 +4 blight On Hit: * 10% chance to reduce strength, dexterity, and constitution by 49 On Crit: * Wound the target dealing 530 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +9 (+1 eff.) Dmg.mod +6% acid Res.pen +5% lightning +5% blight ----- def ----- Resists +12% blight Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon [Unique] Arcane In the past there was a dagger with it. Power 28.0 - 39.2 Physical Uses 88% Wil, 70% Mag Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+0 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 T2 mace 1H weapon [Unique] Master Power 25.0 - 35.0 Physical Uses 100% Wil, 50% Mag Acc+ +0.2% base dam (max 20%) Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: dps ---------- Acc +12 (+3 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
![]() 3.0 T3 mace 1H weapon [Unique] Nature/Disrupt Power 40.0 - 56.0 Physical Uses 100% Wil, 50% Mag Acc+ +0.2% base dam (max 20%) Apr +4 Crit +9.0% Atk.spd 100% Melee+ +10 silence +18 nature While equipped: dps ---------- Acc +6 (+1 eff.) Rush: Level 3.9 Pwr.cost 15 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that 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 T2 mace 1H weapon [Random Unique] Arcane/Master Power 11.5 - 16.1 Physical Uses 100% Wil, 50% Mag Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +5 cold On Hit: * 25% chance for lightning to strike from the target to a second target dealing 192 damage While equipped: dps ---------- Phys.crit +3.0% Crit.mult +5.00% Res.pen +7% physical Acc +6 (+1 eff.) Apr +7 ----- def ----- Armour +6 Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Unique] Nature What would happen if more of Ureslak's remains were reunited? Power 52.0 - 72.8 Physical Uses 100% Wil, 50% Mag Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 10% chance to shimmer to a different hue and gain powers A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
![]() 3.0 T4 mace 1H weapon [Random Unique] Arcane Power 38.0 - 53.2 Physical Uses 100% Wil, 50% Mag Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Melee+ +12 blight On Hit.r1 +11 fire On Hit: 20% Curse of Impotence 4 On Hit: 20% Epidemic 4 On Hit: * 13% chance to reduce strength, dexterity, and constitution by 49 While equipped: dps ---------- Dmg.mod +12% arcane Res.pen +20% arcane Melee Ret 8 blight ----- def ----- Disease- +22% Blunt and deadly. |
![]() 3.0 T4 mace 1H weapon [Random Unique] Master Power 46.0 - 64.4 Physical Uses 100% Wil, 50% Mag Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Cun dps ---------- Phys.crit +9.0% Mind.pwr +5 (+0 eff.) Res.pen +9% physical Acc +13 (+3 eff.) Apr +10 ----- def ----- Resists +9% cold ---------- misc Max.psi +40.00 Blunt and deadly. |
![]() 3.0 T4 mindstar 1H weapon [Random Unique] Nature Power 12.0 - 13.2 Nature Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Hit.r1 +16 mind On Hit: * 20% chance to slow global speed by 98% While equipped: Stats +5 Cun dps ---------- Mind.crit +4% Mind.pwr +11 (+1 eff.) Melee+ 18 acid 4 physical 7 fire 5 lightning 2 cold Dmg.mod +10% acid Res.pen +11% acid ----- def ----- Resists +19% acid +6% physical +5% cold +6% fire +5% arcane +3% lightning HP.reg +2.00 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Cold Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 6.0 - 6.6 Physical Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) 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 (+2 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 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+0 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 357.52 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
![]() 3.0 T4 mindstar 1H weapon [Random Unique] Nature/Psionic Power 13.5 - 14.9 Nature Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Melee+ +20 blight On Hit: * 20% chance to reduce strength, dexterity, and constitution by 49 While equipped: Stats +2 Mag +1 Wil dps ---------- Spell.crit +1% Mind.crit +4% Mind.pwr +17 (+2 eff.) S.pwr/crit +2 Dmg.mod +19% mind +13% darkness Res.pen +17% mind +9% darkness ----- def ----- Resists +3% mind Dmg.Resnn +18% ---------- misc Psi/ret +0.90 Max.hate +5.00 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 [Random Unique] Nature/Psionic Power 12.5 - 13.8 Nature Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +1 Wil dps ---------- Mind.crit +4% Crit.mult +20.00% Mind.pwr +8 (+1 eff.) Melee+ 12 acid 6 mind 7 darkness Dmg.mod +14% acid +5% mind +6% darkness Res.pen +8% acid +15% lightning ----- def ----- Resists +13% acid +13% fire +13% cold +15% lightning HP.reg +2.00 ---------- misc Masteries +0.20 Psionic/Voracity +0.10 Psionic/Absorption Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon [Random Unique] Nature/Disrupt/Psionic Power 8.5 - 9.4 Nature Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Against +17% Unnatural On Hit.r1 +16 mind On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: Stats +4 Cun dps ---------- Mind.crit +3% Crit.mult +11.00% Mind.pwr +6 (+1 eff.) Dmg.mod +6% mind ----- def ----- Phys.save +4 (+1 eff.) Spell.save +3 (+1 eff.) Mind.save +5 (+1 eff.) ---------- misc Equi/ret +1.10 Psi/ret +0.04 Light +3 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. |
Demon's Thirst (15-19.5 power, 7 apr) Demon's Thirst (15-19.5 power, 7 apr)1.0 T3 ritual blade 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 40% Wil, 27% Cun, 95% Mag Acc+ +0.5% APR (max 50%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Dmg.mod +20% blight +20% fire ---------- misc Vim/s.crit +3.00 Max.vim +30.00 Masteries +0.20 Corruption/Shadowflame A vile blade that belonged to a feared cultist, until he forgot to feed it one day. Both the blade and the cultist's life disappeared. |
Nerevea the steel ritual blade (9-11.7 power, 6 apr) Nerevea the steel ritual blade (9-11.7 power, 6 apr)1.0 T2 ritual blade 1H weapon [Random Unique] Arcane Power 9.0 - 11.7 Physical Uses 40% Wil, 27% Cun, 95% Mag Acc+ +0.5% APR (max 50%) Apr +6 Crit +4.0% Atk.spd 100% Dmg.conv 8% blight 10% fire On Crit: * stuns the target for 4 turns While equipped: dps ---------- Spell.crit +4% Dmg.mod +9% blight +10% fire Res.pen +9% lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 66 ----- def ----- Resists +3% mind +3% temporal On Spell Hit: 10% Lightning 1 Sharp, short and deadly. |
Rimeblade (11.5-14.95 power, 6 apr) Rimeblade (11.5-14.95 power, 6 apr)1.0 T2 ritual blade 1H weapon [Unique] Nature Power 11.5 - 15.0 Physical Uses 40% Wil, 27% Cun, 95% Mag Acc+ +0.5% APR (max 50%) Apr +6 Crit +4.0% Atk.spd 100% Dmg.conv 50% cold While equipped: dps ---------- Spell.crit +6% Dmg.mod +15% physical +15% cold Res.pen +10% physical +10% cold This surprisingly sharp blade appears to be a naturally formed icicle. |
dwarven-steel ritual blade 'Lustreminister' (12.5-16.25 power, 7 apr) dwarven-steel ritual blade 'Lustreminister' (12.5-16.25 power, 7 apr)1.0 T3 ritual blade 1H weapon [Random Unique] Arcane Power 12.5 - 16.3 Physical Uses 40% Wil, 27% Cun, 95% Mag Acc+ +0.5% APR (max 50%) Apr +7 Crit +6.0% Atk.spd 100% Dmg.conv 11% blight 12% light While equipped: dps ---------- Spell.crit +8% Spell.pwr +5 (+0 eff.) Dmg.mod +9% blight +18% light ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/turn +0.14 Max.mana +43.00 Max.vim +10.00 Light +1 Infravis -1 Sharp, short and deadly. |
![]() 4.0 T3 sling 1H weapon Reqs Shoot [Random Unique] Arcane Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +9 acid +11 fire While equipped: Stats +3 Mag dps ---------- Dmg.mod +10% acid +11% fire +7% temporal +8% physical Res.pen +7% temporal +9% physical On Hit (Ranged): * 20% chance to reduce strength, dexterity, and constitution by 49 ----- def ----- Resists +6% blight +3% darkness +3% acid ---------- misc Reload +2 Masteries +0.10 Chronomancy/Bow Threading Instant Weapon Swap Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T3 sling 1H weapon Reqs Shoot [Random Unique] Arcane/Master Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Ranged+ +19 fire On Hit.r1 +12 fire While equipped: dps ---------- Phys.crit +7.0% Dmg.mod +6% lightning +25% fire Res.pen +25% lightning Acc +11 (+2 eff.) Melee Ret 4 lightning Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T3 sling 1H weapon Reqs Shoot [Random Unique] Arcane/Master Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +11 acid +13 lightning While equipped: Stats +4 Cun dps ---------- Dmg.mod +12% acid +12% lightning Res.pen +7% physical ----- def ----- Defense +15 (+2 eff.) Resists +5% arcane Confus- +20% ---------- misc Vim/s.crit +2.00 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T3 sling 1H weapon Reqs Shoot [Random Unique] Nature/Disrupt Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +13 nature On Crit: * silences the target While equipped: Stats +6 Str +4 Dex +5 Mag +6 Wil +6 Cun +8 Con dps ---------- Res.pen +7% nature On Hit (Ranged): * 20 arcane resource burn * 20% chance to reduce damage dealt by 52% ----- def ----- Resists +3% cold ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 82 life over 5 turns Puts all charms on 20 cooldown Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T3 sling 1H weapon Reqs Shoot [Random Unique] Arcane/Master Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Ranged+ +7 acid +7 cold On Hit.r1 +12 light While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% acid +8% cold ----- def ----- Resists +3% light +3% temporal Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T2 sling 1H weapon Reqs Shoot [Random Unique] Nature/Master Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 On Hit.r1 +4 darkness While equipped: Stats +2 Str +6 Wil +10 Con dps ---------- Phys.pwr +6 (+1 eff.) ----- def ----- Resists +12% light Max.HP +18.00 ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 84 life over 5 turns Puts all charms on 20 cooldown Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Arcane Uses 150% Mag, 40% Wil Acc+ +2.5% proc dam (max 250%) Apr +0 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +0% Spell.pwr +5 (+0 eff.) Dmg.mod +10% lightning +10% fire +10% arcane +10% cold ----- def ----- Resists +10% lightning +10% fire +10% arcane +10% cold ---------- misc Talents +1 Command Staff Masteries +0.20 Spell/Ordered hedgemagic +0.20 Spell/Force A staff that has been carefully constructed for novices of the Art. |
![]() 5.0 T4 staff 2H weapon [Random Unique] Arcane Power 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Spell.crit +11% Spell.pwr +17 (+2 eff.) Dmg.mod +25% temporal Phasing +24% Melee Ret 4 blight ----- def ----- Defense +18 (+3 eff.) Shield.pwr +13% Phys.save +10 (+2 eff.) Spell.save +9 (+2 eff.) Mind.save +12 (+3 eff.) ---------- misc Mana/turn +0.21 Vim/s.crit +2.00 Max.mana +61.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Unique] Power 30.0 - 36.0 Physical Uses 70% Wil, 100% Mag Acc+ +2.5% proc dam (max 250%) Apr +10 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +10 (+2 eff.) ----- def ----- Defense +10 (+1 eff.) ---------- misc Masteries +0.20 Technique/Staff combat +0.10 Spell/Staff combat Strong but light wood, shod with steel and perfectly balanced. |
![]() 5.0 T3 staff 2H weapon [Random Unique] Arcane Power 20.0 - 24.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +8 blight While equipped: Stats +3 Con dps ---------- Spell.crit +10% Crit.mult +5.00% Spell.pwr +21 (+2 eff.) S.pwr/crit +7 Dmg.mod +20% physical Melee Ret 4 blight ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/turn +0.10 Vim/s.crit +3.00 Max.mana +38.00 Max.vim +12.00 Talents +1 Command Staff Conjure elemental energy in a radius 6 cone, dealing 131.05 to 157.26 physical damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Random Unique] Arcane Power 15.0 - 18.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +12 cold While equipped: dps ---------- Spell.crit +14% Spell.pwr +12 (+1 eff.) Dmg.mod +3% lightning +3% cold +15% arcane Res.pen +10% cold ----- def ----- Resists +3% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Unique] Arcane Power 18.0 - 21.6 Physical Uses 160% Mag, 40% Wil Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+1 eff.) Dmg.mod +15% light +15% physical +15% darkness +15% temporal ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
![]() 5.0 T4 staff 2H weapon [Random Unique] Arcane/Master Power 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Spell.crit +21% Crit.mult +43.00% Spell.pwr +18 (+2 eff.) Melee+ 20 fire Dmg.mod +25% acid +6% blight Res.pen +10% blight Melee Ret 4 blight ---------- misc See.Invis +12 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 160% Mag, 40% Wil Acc+ +2.5% proc dam (max 250%) Apr +0 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+1 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 315.57 physical damage to all targets in line, inflicting bleeding for another 157.79 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
![]() 5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 15.0 - 18.0 Nature Uses 130% Mag, 40% Wil Acc+ +2.5% proc dam (max 250%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+2 eff.) ----- def ----- Resists +30% blight +30% nature Affinity +20% nature Spell.save +15 (+3 eff.) ---------- misc Talents +1 Command Staff Cure up to 5 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 24.0 - 28.8 Fire Uses 200% Mag, 40% Wil Acc+ +2.5% proc dam (max 250%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +27 (+3 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 15 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 T4 staff 2H weapon [Random Unique] Arcane Power 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +10.0% Spell.crit +4% Crit.mult +28.00% Spell.pwr +26 (+3 eff.) Melee+ 22 arcane 24 fire Dmg.mod +25% light On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 49 * 20% chance to reduce damage dealt by 52% ----- def ----- Resists +3% blight +12% light ---------- misc Max.mana +28.00 See.Invis +17 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane A true understanding of the arcane is needed to release its full power. Power 20.0 - 24.0 Arcane Uses 200% Mag, 40% Wil Acc+ +2.5% proc dam (max 250%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.pwr +20 (+2 eff.) Dmg.mod +20% arcane ---------- misc Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
![]() 5.0 T3 staff 2H weapon [Random Unique] Arcane Power 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+2 eff.) Dmg.mod +6% lightning +25% darkness +9% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 49 ----- def ----- Resists +3% blight ---------- misc Mana/turn +0.19 Vim/s.crit +3.00 Max.mana +53.00 Max.vim +16.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Random Unique] Arcane Power 19.0 - 22.8 Physical Uses 130% Mag, 40% Wil Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 light +4 blight On Hit.r1 +4 blight On Crit.r2 +8 blight While equipped: dps ---------- Spell.crit +2% Spell.pwr +8 (+1 eff.) S.pwr/crit +2 Dmg.mod +19% darkness ----- def ----- Resists +10% darkness ---------- misc Light +1 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.crit +28% Spell.pwr +39 (+5 eff.) Dmg.mod +15% lightning +6% cold +30% light Res.pen +28% mind +5% lightning Melee Ret 6 lightning ---------- misc Vim/s.crit +6.00 Max.mana +81.00 Max.vim +40.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Random Unique] Arcane Power 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.5% proc dam (max 250%) Apr +7 Crit +4.5% Atk.spd 100% Melee+ +12 physical On Hit: * 20% chance to reduce strength, dexterity, and constitution by 49 While equipped: Stats +1 Wil dps ---------- Phys.crit +3.0% Spell.crit +10% Crit.mult +27.00% Spell.pwr +30 (+3 eff.) Melee+ 19 fire Dmg.mod +25% lightning +25% cold +25% arcane +25% fire ----- def ----- Armour +4 Defense +10 (+1 eff.) Phys.save +9 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +7 (+2 eff.) ---------- misc See.Invis +17 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego++] Arcane/Nature Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Con dps ---------- Spell.crit +5% Spell.pwr +21 (+2 eff.) Dmg.mod +30% physical ----- def ----- Resists +15% physical HP.reg +0.90 Heal.mod +17% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 T4 steamgun 1H weapon Reqs Shoot [Ego++] Nature/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.2% base dam (max 20%) Apr +20 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +25 nature +9 acid blind Uses 2.0 Steam While equipped: dps ---------- Res.pen +9% nature +8% acid ----- def ----- Resists +4% all HP.reg +1.60 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T4 steamsaw 1H weapon [Ego++] Nature/Psionic/Steamtech Power 31.5 - 47.3 Phys.bleed Uses 100% Wil, 50% Mag Acc+ +0.3% crit chance (max 25%) Apr +19 Crit +4.0% Atk.spd 100% Block +69 On Crit.r2 +11 acid +29 nature On Hit: * 50% chance to put 1 talent on cooldown for 9 turns (checks Confusion immunity) Uses 1.0 Steam While equipped: dps ---------- Res.pen +11% acid +11% nature Apr +9 ----- def ----- Armour +5 Defense +8 (+1 eff.) Fatigue +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T2 trident 2H weapon [Ego+] Master Power 17.0 - 27.2 Physical Uses 112% Wil, 50% Mag Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Atk.spd 100% On Crit: * Wound the target dealing 530 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +9 (+1 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T2 waraxe 1H weapon [Random Unique] Arcane Power 14.0 - 19.6 Physical Uses 100% Wil, 50% Mag Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +6 blight On Hit: 20% Epidemic 2 On Hit: * 6% chance to reduce strength, dexterity, and constitution by 49 * 25% chance for lightning to strike from the target to a second target dealing 192 damage On Crit: * Splash the target with acid dealing 321 damage over 5 turns and reducing armor and accuracy by 41 While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +5% temporal ----- def ----- Resists +6% darkness Disease- +12% One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Nature/Psionic Power 38.5 - 53.9 Physical Uses 100% Wil, 50% Mag Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +19 nature On Hit.r1 +16 nature On Crit.r2 +45 acid +45 nature On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +2 Str +2 Dex dps ---------- Dmg.mod +21% nature Res.pen +25% acid +25% nature Apr +13 Melee Ret 4 arcane ---------- misc Infravis +3 One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Arcane/Master Power 40.5 - 56.7 Physical Uses 100% Wil, 50% Mag Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +20 light Against +30% Undead On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +28.0% Crit.mult +35.00% Dmg.mod +6% mind Res.pen +10% light Apr +15 ----- def ----- Resists +3% acid +3% blight Phys.save +6 (+2 eff.) Heal.mod +5% Confus- +23% Teleport- +10% One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Nature/Disrupt/Psionic Power 40.0 - 56.0 Physical Uses 100% Wil, 50% Mag Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +43 nature On Crit.r2 +8 nature On Hit: * 23% chance to reduce damage dealt by 52% * 20 arcane resource burn * 50% chance to put 1 talent on cooldown for 9 turns (checks Confusion immunity) While equipped: dps ---------- Melee Ret 4 cold ----- def ----- Resists +12% cold One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Unique] Arcane/Psionic Power 25.0 - 35.0 Physical Uses 100% Wil, 50% Mag Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +2.0% Atk.spd 100% Melee+ +10 acid On Crit: * inflicts a cursed wound (halves healing for 10 turns) While equipped: ---------- misc Hate/kill +1.00 A old rusty axe. You feel it isn't as useless as it looks. |
![]() 3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master Power 13.0 - 18.2 Physical Uses 100% Wil, 50% Mag Acc+ +0.3% crit chance (max 25%) Apr +12 Crit +4.0% Atk.spd 100% Phasing +11% Melee+ +9 temporal On Hit: * 10% chance to reduce strength, dexterity, and constitution by 49 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +10 (+1 eff.) Melee Ret 4 blight ----- def ----- Resists +6% temporal One-handed war axes. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Surround yourself with a magical shield (strength 466, based on Magic) for 10 turns. Uses 20 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+0 eff.) Mind.pwr +5 (+0 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex ----- def ----- Defense +4 (+0 eff.) Proj.evade +25% Proj.slow +20% Silence- +30% Evasion: (Instant) Level 2.6 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 31 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
![]() 2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+0 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 11 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 246.42 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
![]() 2.0 T5 cloak armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Str +6 Wil +5 Cun +3 Con dps ---------- Mind.crit +8% Melee Ret 6 mind ----- def ----- Defense +3 (+0 eff.) Resists +30% darkness +26% temporal +9% light +6% mind Crit.dmg- 15.00% Spell.save +6 (+1 eff.) Pinning- +10% Teleport- +10% Def/telep +26 Res/telep +14% Dur/telep +30% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 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 T1 cloak armor [Cosmetic Item] Master While equipped: ----- def ----- Defense +7 (+1 eff.) Phys.save +6 (+2 eff.) A stylish kruk-style cloak, to look awesome. |
![]() 2.0 T1 cloak armor [Cosmetic Item] Nature While equipped: ----- def ----- Phys.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Die.at -50.00 life A stylish kruk-style cloak, to look awesome. |
![]() 2.0 T1 cloak armor [Cosmetic Item] Arcane While equipped: ----- def ----- Spell.save +5 (+1 eff.) Mind.save +6 (+2 eff.) A stylish kruk-style cloak, to look awesome. |
![]() 2.0 T4 cloth armor [Random Unique] Nature While equipped: dps ---------- Dmg.mod +43% nature +12% darkness Res.pen +5% light Melee Ret 2 light On Hit (Melee): * 20% chance to reduce damage dealt by 52% ----- def ----- Resists +14% blight +3% darkness +64% nature +13% all Max.HP +52.00 HP.reg +3.40 Heal.mod +17% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Random Unique] Arcane While equipped: Stats +9 Mag dps ---------- Dmg.mod +10% acid +13% physical +13% light +12% lightning +9% cold +16% darkness +9% fire ----- def ----- Armour +5 Defense +5 (+1 eff.) Resists +13% acid +12% physical +7% light +32% darkness +13% cold +14% fire +11% all Max.HP +44.00 ---------- misc Light +5 Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+1 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+2 eff.) Resists +25% nature +13% all Phys.save +15 (+3 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
![]() 2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+1 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+2 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
![]() 2.0 T4 cloth armor [Random Unique] Nature While equipped: Stats +5 Str +4 Mag +6 Wil dps ---------- Dmg.mod +13% acid +11% physical +9% darkness +17% fire +10% cold +6% mind +10% lightning Res.pen +5% mind On Hit (Melee): * 10% chance to reduce damage dealt by 52% ----- def ----- Resists +19% acid +25% fire +8% lightning +8% cold +6% mind +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+2 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+2 eff.) Send out a range 5 beam of kinetic energy, dealing 71.13 to 88.91 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+2 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+1 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+4 eff.) Mind.save +15 (+4 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+0 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+2 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Water +0.30 Spell/Ice +0.30 Spell/Frost alchemy On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+1 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+1 eff.) Resists +30% nature +11% all Phys.save +10 (+2 eff.) Spell.save +10 (+2 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 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +23 (+3 eff.) Dmg.mod +20% temporal +20% physical Res.pen +20% temporal +20% physical Melee Ret 20 physical 10 temporal ----- def ----- Armour +3 Defense +9 (+1 eff.) Resists +10% temporal +10% physical +13% all Temporal Reprieve: Level 1.0 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 2 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
![]() 2.0 T5 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +4 Cun dps ---------- Spell.crit +5% Crit.mult +18.00% Spell.pwr +18 (+2 eff.) ----- def ----- Resists +15% all ---------- misc Mana/turn +0.30 Hate/m.crit +4.00 Psi/m.crit +4.00 Max.mana +69.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Random Unique] Nature While equipped: Stats +3 Con dps ---------- Mind.crit +1% Dmg.mod +14% physical +8% nature +12% cold On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +14% physical +18% cold +9% all Poison- +26% Disease- +26% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Psi/ret +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Random Unique] Nature While equipped: Stats +3 Wil +1 Con dps ---------- Dmg.mod +14% lightning +12% fire +10% cold ----- def ----- Resists +21% lightning +18% fire +18% cold +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 69% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 3.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +15 Dex +6 Mag +6 Wil dps ---------- Phys.crit +6.0% Spell.crit +8% Phys.pwr +6 (+1 eff.) S.pwr/crit +4 Phasing +10% Apr +13 ----- def ----- Armour +5 Defense +21 (+3 eff.) Fatigue +4% Resists +5% arcane +15% mind ---------- misc Mana/turn +0.60 Mana/s.crit +2.00 Max.mana +60.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor [Rare] Arcane While equipped: Stats +1 Wil dps ---------- Spell.pwr +4 (+0 eff.) ----- def ----- Armour +3 Fatigue +2% Resists +3% light +12% darkness Phys.save +18 (+4 eff.) Max.HP +20.00 HP.reg +4.00 Confus- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Unique] Arcane While equipped: ----- def ----- Armour +5 Hardiness +5% Fatigue +1% Phys.save +5 (+1 eff.) 'I need something to protect my soul and I need it quick!' Always check the label carefully... |
![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+0 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() 3.0 T3 feet armor [Random Unique] Master While equipped: Stats +6 Cun +7 Con dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +4 Fatigue +3% Resists +9% temporal +8% cold +8% fire Phys.save +32 (+7 eff.) Mind.save +28 (+7 eff.) ---------- misc Max.mana +20.00 Max.vim +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T2 hands armor [Random Unique] Master/Psionic While equipped: Stats +3 Dex dps ---------- Dmg.mod +6% blight Res.pen +15% lightning +15% blight Acc +21 (+5 eff.) ----- def ----- Armour +2 Phys.save +5 (+1 eff.) Mind.save +6 (+2 eff.) HP.reg +1.00 Disarm- +22% ---------- misc Stam/turn +0.80 Max.stam +25.00 Unarmed combat: Power 18.5 - 20.4 Physical Uses 64% Wil, 50% Mag, 64% Cun Acc+ +0.3% crit chance (max 25%) Acc +14 Apr +3 Crit +9.0% Atk.spd 125% On Hit: 10% Slumber 2 On Hit: 10% Perfect Control 2 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +3 Cun +9 Mag ----- def ----- Defense +8 (+1 eff.) Stun/Frz- +20% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Unarmed combat: Power 36.0 - 50.4 Physical Uses 70% Mag, 64% Cun, 64% Wil Acc+ +0.3% crit chance (max 25%) Apr +15 Crit +10.0% Atk.spd 125% On Hit: 10% Blood Grasp 3 On Hit: 12% Soul Rot 3 On Hit: 8% Drain 2 Increases all damage by 4% of current vim Current Bonus: 10% Darkfire: Level 5.0 Pwr.cost 12 out of 12/12. Range 6 Travel.spd 400% of base Is a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 291.88 fire damage and 271.00 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
![]() 1.5 T3 hands armor [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+0 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+1 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 25.0 - 35.0 Physical Uses 64% Wil, 50% Mag, 64% Cun Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 105% On Hit: 20% Poisonous Bite 3 On Hit: 10% Quick as Thought 3 On Hit: 5% Implode 1 Mindhook: Level 4.0 Pwr.cost 16 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. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Unarmed combat: Power 6.0 - 6.6 Physical Uses 64% Wil, 50% Mag, 64% Cun Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 125% Melee+ +10 fire Dmg.conv 100% fire On Hit: 30% Flamespit 3 Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 282.32 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() 1.5 T2 hands armor [Unique] Arcane While equipped: dps ---------- S.pwr/crit +5 Dmg.mod +10% fire +10% cold ----- def ----- Armour +3 Resists +10% fire +10% cold Unarmed combat: Power 21.0 - 29.4 Fire Uses 64% Wil, 50% Mag, 64% Cun Acc+ +0.2% base dam (max 20%) Apr +10 Crit +3.0% Atk.spd 100% Dmg.conv 50% cold On Hit: 5% Freeze 2 On Hit: 5% Flame 2 Cold Flames: Level 2.0 Pwr.cost 20 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Cold Flames slowly spread from 7 spots in a radius of 3 around the targeted location. The flames deal 130.05 cold damage, and have a chance of freezing. These flames will also slowly burn physical and magical status effects, beneficial from enemies, detrimental form allies. Damage improves with your Spellpower. On the left gauntlet is a large sapphire, on the right is a large ruby. Cunningly designed magic has allowed two opposing elements to work in unison. |
![]() 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 17.0 - 18.7 Physical Uses 64% Wil, 50% Mag, 64% Cun Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +4.0% Atk.spd 125% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 261.97 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. |
![]() 1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Unarmed combat: Power 18.0 - 19.8 Physical Uses 64% Wil, 50% Mag, 64% Cun Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 125% Melee+ +10 fire Dmg.conv 50% fire On Hit: 10% Bellowing Roar 3 On Hit: 10% Fire Breath 2 Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 962.00 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
![]() 1.0 T4 hands armor [Random Unique] Disrupt/Master/Psionic While equipped: Stats +7 Str +4 Dex +3 Con dps ---------- Phys.pwr +16 (+2 eff.) Acc +9 (+2 eff.) On Melee Ret: * 31 arcane resource burn ----- def ----- Armour +3 Resists +3% physical Phys.save +9 (+2 eff.) Spell.save +21 (+4 eff.) Mind.save +9 (+2 eff.) Disarm- +32% ---------- misc Stam/turn +2.00 Unarmed combat: Power 32.5 - 35.8 Physical Uses 64% Wil, 50% Mag, 64% Cun Acc+ +0.3% crit chance (max 25%) Acc +11 Apr +5 Crit +5.0% Atk.spd 125% On Hit: 10% Perfect Control 5 On Hit: * 27 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+1 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 3.0 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 340.72 mind damage and cripples the target's higher mental functions, reducing cunning by 36 and confusing (41% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
![]() 2.0 T2 head armor [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% darkness +10% arcane +10% light ----- def ----- Defense +3 (+0 eff.) Resists +10% darkness +10% arcane +10% light ---------- misc Masteries +0.10 Celestial/Circles Circle of Shifting Shadows: (Instant) Level 2.0 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle increases your defense and all saves by 32 while dealing 47.67 darkness damage per turn to everyone else within its radius. The circle lasts 5 turns. The damage will increase with your Spellpower. A silver circlet studded with moonstones. |
![]() 2.0 T3 head armor [Unique] Arcane You need to find something to bind its powers. While equipped: ----- def ----- Armour +3 Fatigue +3% Dmg.red +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
![]() 2.0 T1 head armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +3 (+0 eff.) Dmg.mod +5% temporal ----- def ----- Resists +5% temporal ---------- misc Max.enc +50 Adventuring wizards tend to have a major problem. How to carry all the paraphenalia that goes with being a wizard? This hat was designed as *the* solution. The top part of the hat contains a large extradimensional space for storing all their heavy gear. |
![]() 3.0 T5 head armor [Random Unique] Master While equipped: Stats +5 Str +11 Wil +13 Con dps ---------- Phys.pwr +6 (+1 eff.) S.pwr/crit +12 Dmg.mod +6% temporal ----- def ----- Armour +5 Fatigue +5% Resists +10% blight +12% temporal Mind.save +14 (+4 eff.) ---------- misc Mana/turn +0.08 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +1 Str +4 Mag dps ---------- Dmg.mod +12% mind +13% lightning Res.pen +20% acid On Hit (Melee): * 10% chance to reduce armor by 60% ----- def ----- Defense +2 (+0 eff.) Resists +12% mind +19% lightning Spell.save +7 (+1 eff.) ---------- misc See.Invis +3 A pointy cloth hat, very wizardly... |
![]() 3.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +8 Str +7 Dex +10 Con dps ---------- Dmg.mod +6% cold Melee Ret 6 darkness ----- def ----- Armour +5 Fatigue +5% Resists +23% acid +3% temporal +6% light +15% fire +15% cold +3% nature +13% lightning Skullcr.mult +2 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 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 577.7 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T2 head armor [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+3 eff.) Stun/Frz- +30% Skullcr.mult +2 Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 2.0 T3 head armor [Random Unique] Master While equipped: Stats +9 Dex +4 Wil dps ---------- Dmg.mod +6% nature Res.pen +15% darkness On Hit (Melee): * 20% chance to slow global speed by 98% ----- def ----- Armour +3 Fatigue +3% Resists +8% blight Mind.save +10 (+3 eff.) A cap made of leather. |
![]() 2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +4 Dex +4 Con dps ---------- Dmg.mod +9% nature On Hit (Melee): * 10% chance to slow global speed by 98% ----- def ----- Armour +3 Fatigue +3% Resists +17% acid +3% darkness +8% fire +8% cold +17% lightning A cap made of leather. |
![]() 3.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +13 Str +6 Con ----- def ----- Armour +5 Fatigue +5% Resists +7% lightning +14% temporal Phys.save +23 (+5 eff.) Mind.save +15 (+4 eff.) Heal.mod +10% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.08 Max.stam +20.00 Skullcr.mult +2 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 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 577.7 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T4 heavy armor [Random Unique] Master/Psionic While equipped: Stats +6 Cun +7 Wil dps ---------- Dmg.mod +15% fire +3% temporal Res.pen +15% fire +20% temporal Melee Ret 2 fire ----- def ----- Armour +8 Defense +4 (+0 eff.) Fatigue +12% Resists +7% mind +19% fire Mind.save +29 (+7 eff.) A suit of armour made of mail. |
![]() 14.0 T4 heavy armor [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +6% arcane +12% light Melee Ret 2 arcane ----- def ----- Armour +8 Defense +4 (+0 eff.) Fatigue +12% Resists +19% acid +16% light +22% fire +5% arcane +14% darkness ---------- misc Light +1 A suit of armour made of mail. |
![]() 14.0 T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
![]() 14.0 T2 heavy armor [Random Unique] Master/Psionic While equipped: Stats +1 Str dps ---------- Dmg.mod +6% mind ----- def ----- Armour +13 Defense +7 (+1 eff.) Fatigue +12% Resists +16% lightning +11% mind Mind.save +14 (+4 eff.) A suit of armour made of mail. |
![]() 14.0 T2 heavy armor [Random Unique] Arcane/Master While equipped: Stats +1 Con ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +15% acid +15% cold +6% arcane Crit.dmg- 15.00% Spell.save +12 (+2 eff.) ---------- misc See.Invis +6 A suit of armour made of mail. |
![]() 14.0 T5 heavy armor [Random Unique] Master While equipped: Stats +8 Str +2 Dex +4 Wil +1 Cun ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +25% lightning +28% fire +13% darkness +8% physical ---------- misc Light +5 See.Invis +15 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 36 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+0 eff.) Rng.Def +8 (+1 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() 9.0 T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Cun +5 Mag dps ---------- Crit.mult +20.00% Spell.pwr +10 (+1 eff.) Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+3 eff.) Resists +30% temporal +30% darkness +30% cold Stealth +10 ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Shades +0.10 Cunning/Stealth Turn yourself invisible (power 42, based on Cunning and Magic) for 10 turns. Uses 50 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
![]() 9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+2 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 228.83 to 686.50 lightning damage (457.67 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() 9.0 T4 light armor [Random Unique] Arcane/Master While equipped: Stats +2 Str dps ---------- Melee+ 16 acid 12 fire Res.pen +15% physical Melee Ret 11 acid 11 fire 4 temporal ----- def ----- Armour +7 Defense +12 (+2 eff.) Fatigue +8% Resists +10% acid +13% light +23% cold +16% fire +13% darkness Phys.save +6 (+2 eff.) A suit of armour made of leather. |
![]() 9.0 T2 light armor [Random Unique] Master While equipped: dps ---------- Res.pen +5% light Melee Ret 4 light ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +7% Resists +15% acid +6% physical +3% blight +16% cold +3% nature +6% lightning Phys.save +13 (+3 eff.) A suit of armour made of leather. |
![]() 9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+1 eff.) Rng.Def +4 (+1 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+3 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
![]() 9.0 T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con ----- def ----- Armour +7 Defense +6 (+1 eff.) Fatigue +7% Resists +35% nature Crit.dmg- 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+2 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+2 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() 9.0 T2 light armor [Rare] Nature While equipped: Stats +8 Cun +3 Wil dps ---------- Mind.pwr +30 (+3 eff.) Melee Ret 6 temporal ----- def ----- Armour +7 Defense +6 (+1 eff.) Fatigue +7% Resists +9% acid +7% cold ---------- misc Equi/ret +0.08 Max.hate +6.00 Breathe water A suit of armour made of leather. |
![]() 17.0 T3 massive armor [Random Unique] Master/Psionic While equipped: Stats +8 Cun +6 Wil dps ---------- Res.pen +10% blight +10% cold Melee Ret 4 blight 2 cold ----- def ----- Armour +16 Defense +7 (+1 eff.) Fatigue +22% Resists +18% acid +6% cold +6% blight Mind.save +28 (+7 eff.) A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor [Random Unique] Disrupt/Master/Psionic While equipped: Stats +7 Cun +7 Wil dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 52% ----- def ----- Armour +13 Fatigue +22% Resists +23% lightning +15% darkness +15% nature +13% blight Mind.save +20 (+5 eff.) 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 (+0 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 T4 massive armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 11 acid 12 fire Dmg.mod +18% fire Res.pen +5% darkness +15% fire Melee Ret 10 acid 8 fire ----- def ----- Armour +16 Defense +9 (+1 eff.) Fatigue +22% Resists +21% acid +13% fire +21% cold Mind.save +15 (+4 eff.) A suit of armour made of metal plates. |
![]() 6.0 T3 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag dps ---------- Dmg.mod +15% cold +15% arcane +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+2 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
![]() 7.0 T2 shield armor [Random Unique] Arcane/Master When used to Attack: Power 15.0 - 18.0 Physical Uses 100% Wil, 50% Mag Acc+ +2.5% proc dam (max 250%) Crit +3.0% Block +42 Melee+ +11 fire On Crit.r2 +17 light +17 fire While equipped: Stats +1 Str +2 Mag dps ---------- S.pwr/crit +2 On shield block: * Deals 289 light and fire damage to each enemy blocked Melee Ret 7 fire ----- def ----- Armour +4 Fatigue +8% Resists +7% light +36% fire ---------- misc Vim/s.crit +2.00 Talents +1 Block Handheld deflection devices. |
![]() 7.0 T1 shield armor [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 124% Wil, 50% Mag Acc+ +2.5% proc dam (max 250%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+1 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() 7.0 T2 shield armor [Unique] Arcane A part of set. When used to Attack: Power 20.0 - 28.0 Phys.bleed Uses 100% Wil, 50% Mag Acc+ +2.5% proc dam (max 250%) Crit +3.0% Block +40 While equipped: dps ---------- Melee Ret 10 phys.bleed ----- def ----- Armour +4 Defense +10 (+1 eff.) Fatigue +6% ---------- misc Talents +2 Block Bone Armour: Level 2.0 Pwr.cost 30 out of 50/50. Range melee/personal Travel.spd instantaneous Description: Creates a shield of bones, absorbing 1106 damage. Lasts for 10 turns. The total damage the shield can absorb increases with your Dexterity. A shield made from various sharpened bones. It feels icky. |
![]() 7.0 T3 shield armor [Unique] Master When used to Attack: Power 48.0 - 57.6 Physical Uses 100% Wil, 50% Mag Acc+ +2.5% proc dam (max 250%) Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+3 eff.) Rng.Def +10 (+2 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
![]() 7.0 T3 shield armor [Random Unique] Nature/Master When used to Attack: Power 35.5 - 42.6 Physical Uses 100% Wil, 50% Mag Acc+ +2.5% proc dam (max 250%) Crit +3.5% Block +152 On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +6 Con dps ---------- Phys.crit +9.0% Phys.pwr +9 (+1 eff.) Melee+ 16 lightning Melee Ret 10 lightning ----- def ----- Armour +13 Fatigue +8% Resists +6% darkness Phys.save +7 (+2 eff.) Poison- +10% Teleport- +20% ---------- misc Light +3 Talents +1 Block Handheld deflection devices. |
![]() 7.0 T2 shield armor [Unique] Nature When used to Attack: Power 28.0 - 39.2 Physical Uses 130% Wil, 50% Mag Acc+ +2.5% proc dam (max 250%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+1 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
![]() 7.0 T3 shield armor [Random Unique] Arcane/Master When used to Attack: Power 31.5 - 37.8 Physical Uses 100% Wil, 50% Mag Acc+ +2.5% proc dam (max 250%) Crit +3.5% Block +80 On Hit: * reduce the cooldown of your ward talent by 1 While equipped: dps ---------- Dmg.mod +9% acid Res.pen +10% light Melee Ret 2 light On Hit (Melee): * 20% chance to reduce armor by 60% ----- def ----- Armour +6 Fatigue +8% Resists +11% physical +22% cold ---------- misc Light +2 Wards +5 lightning +4 temporal +6 darkness +5 fire +5 nature +5 blight +5 cold +5 arcane +5 light Talents +1 Ward +1 Block Handheld deflection devices. |
Fireproof Fireproof1.0 T2 wardstone armor [Unique] Nature While equipped: ----- def ----- Defense +4 (+0 eff.) Resists +15% fire +15% light +15% arcane Dmg.red +2 all Spell.save +15 (+3 eff.) Proj.slow +15% ---------- misc Wards +2 fire +2 light +2 arcane Talents +2 Ward Instantly cure burning. Uses 20 power out of 30/30 Activation is instant. It feels cold to the touch and a little bit moist. |
marble wardstone 'Phoenixtrencher' marble wardstone 'Phoenixtrencher'1.0 T5 wardstone armor [Random Unique] Arcane While equipped: dps ---------- Res.pen +28% arcane Melee Ret 45 lightning 5 blindness 8 fire ----- def ----- Defense +10 (+1 eff.) Resists +31% lightning +29% temporal +24% darkness +25% blight +25% cold +39% arcane +21% fire Dmg.red +5 all D.Red.from +15% Undead Spell.save +13 (+2 eff.) Proj.slow +30% ---------- misc Wards +5 lightning +5 temporal +4 darkness +4 blight +4 cold +5 arcane Talents +9 Ward Randomly fires a lightning bolt at a nearby enemy for this much lightning damage: 84 Handheld warding devices |
![]() 3.0 T2 arrow ammo [Unique] Nature Power 18.0 - 25.2 Physical Uses 70% Wil, 50% Mag, 42% Cun Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
![]() 3.0 T5 arrow ammo [Random Unique] Arcane/Master/Psionic Power 76.5 - 107.1 Physical Uses 70% Wil, 42% Cun, 50% Mag Acc+ +0.3% crit chance (max 25%) Apr +18 Crit +24.0% Capacity 22 Ranged+ +59 physical +12 nature On Hit.r1 +20 light +27 fire On Crit.r2 +8 light On Hit: * 20% chance to slow global speed by 98% * 20% chance to knock the target back 3 spaces and deal 479 physical damage On Crit: * Wound the target dealing 530 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Random Unique] Arcane/Master/Psionic Power 77.0 - 107.8 Physical Uses 70% Wil, 42% Cun, 50% Mag Acc+ +0.3% crit chance (max 25%) Apr +18 Crit +26.0% Capacity 22 Rld cld 0 Ranged+ +20 acid +60 physical +23 cold On Hit.r1 +16 acid On Crit.r2 +12 acid On Hit: * 20% chance to knock the target back 3 spaces and deal 479 physical damage On Crit: * Wound the target dealing 530 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Unique] Arcane Power 45.0 - 63.0 Void Uses 70% Wil, 90% Mag, 42% Cun Acc+ +0.3% crit chance (max 25%) Apr +120 Crit +6.0% Capacity 0 On Hit: 15% Spatial Tether 1 On Hit: 15% Dimensional Anchor 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
![]() 3.0 T2 arrow ammo [Random Unique] Arcane/Master Power 21.0 - 29.4 Physical Uses 70% Wil, 42% Cun, 50% Mag Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +10.5% Capacity 18 Rld cld 3 Proj.spd +200% Ranged+ +11 blight On Crit.r2 +12 physical On Hit: * 9% chance to reduce strength, dexterity, and constitution by 49 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: ---------- misc Reload +2 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Random Unique] Arcane/Master Power 71.5 - 100.1 Physical Uses 70% Wil, 42% Cun, 50% Mag Acc+ +0.3% crit chance (max 25%) Acc +38 Apr +20 Crit +26.0% Capacity 21 Proj.spd +226% Ranged+ +8 blight +20 physical On Hit.r1 +21 fire On Crit: * Wound the target dealing 530 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +3 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T3 arrow ammo [Random Unique] Master/Psionic Power 43.0 - 60.2 Physical Uses 70% Wil, 42% Cun, 50% Mag Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +11.0% Capacity 20 Ranged+ +16 mind +17 physical On Hit.r1 +16 arcane On Crit.r2 +12 arcane On Hit: * 20% chance to knock the target back 3 spaces and deal 479 physical damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 50 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Random Unique] Master While equipped: Stats +2 Str dps ---------- On Hit (Melee): * 10% chance to slow global speed by 98% ----- def ----- Armour +6 Defense +11 (+2 eff.) Resists +9% lightning +13% physical +7% darkness +9% blight +12% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T5 digger tool [Normal] While equipped: Stats +3 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 75 power out of 75/75 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 409.78 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 409.78 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 1.0 T3 lite [Normal] While equipped: ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego+] Master While equipped: Stats +5 Cun ---------- misc Light -6 Infravis +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+0 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 36 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T4 shot ammo [Unique] Psionic Power 38.0 - 45.6 Physical Uses 50% Wil, 50% Mag, 92% Cun Acc+ +0.2% base dam (max 20%) 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. |
![]() 2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+0 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+3 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 202 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: ----- def ----- Defense +10 (+1 eff.) Resists +3% temporal Crit.dmg- 10.00% HP.reg +4.00 Poison- +10% Def/telep +15 Res/telep +15% Dur/telep +15% Sting an enemy dealing 559 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. 100% to increase all damage penetration by 25% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +15% light Res.pen +5% lightning +10% light ----- def ----- Resists +6% lightning ---------- misc Light +3 Sting an enemy dealing 359 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to gain a 19% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% lightning +10% fire +10% cold +10% physical ---------- misc Wards +2 lightning +1 temporal +1 light +2 fire +1 nature +1 acid +2 physical +1 darkness +1 blight +2 cold +1 mind +1 arcane Talents +2 Ward Masteries +0.20 Spell/Elementalism Chromatic Orb: Level 2.0 Pwr.cost 20 out of 24/24. Range 20 Travel.spd 300% of base Is a spell Description: Fire a slowish bolt of a random element doing 341.39 damage. At level 5 it also does 50% splash damage to adjacent targets. The damage will increase with your Spellpower. This brightly coloured wand is studded with wyrm teeth. It feels close to the elements. |
![]() 2.0 T3 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +6% cold Melee Ret 8 light ----- def ----- Resists +3% light Create a radius 3 storm for 5 turns. Each turn, creatures within take 60 lightning damage and will be dazed for 1 turn (301 total damage) Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 2. 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 When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Bashful boie the Superhuman Brawler level 41
3rd Pyre 123rd year of Ascendancy at 01:08 see stats
By Bashful boie the Superhuman Brawler level 39
47th Regrowth 123rd year of Ascendancy at 17:29 see stats
By Bashful boie the Superhuman Brawler level 18
43rd Dusk 122nd year of Ascendancy at 07:10 see stats
By Bashful boie the Superhuman Brawler level 21
14th Haze 122nd year of Ascendancy at 19:56 see stats
By Bashful boie the Superhuman Brawler level 33
5th Regrowth 123rd year of Ascendancy at 17:18 see stats
By Bashful boie the Superhuman Brawler level 23
42nd Haze 122nd year of Ascendancy at 22:40 see stats
By Bashful boie the Superhuman Brawler level 31
80th Haze 122nd year of Ascendancy at 01:50 see stats
By Bashful boie the Superhuman Brawler level 10
77th Pyre 122nd year of Ascendancy at 21:17 see stats
By Bashful boie the Superhuman Brawler level 20
66th Dusk 122nd year of Ascendancy at 11:50 see stats
By Bashful boie the Superhuman Brawler level 30
78th Haze 122nd year of Ascendancy at 08:54 see stats
By Bashful boie the Superhuman Brawler level 40
56th Regrowth 123rd year of Ascendancy at 08:26 see stats
By Bashful boie the Superhuman Brawler level 32
3rd Regrowth 123rd year of Ascendancy at 14:18 see stats
By Bashful boie the Superhuman Brawler level 21
1st Time of Equilibrium 122nd year of Ascendancy at 13:06 see stats
By Bashful boie the Superhuman Brawler level 37
45th Regrowth 123rd year of Ascendancy at 10:51 see stats
By Bashful boie the Superhuman Brawler level 35
26th Regrowth 123rd year of Ascendancy at 16:40 see stats
By Bashful boie the Superhuman Brawler level 6
76th Pyre 122nd year of Ascendancy at 15:20 see stats
By Bashful boie the Superhuman Brawler level 33
5th Regrowth 123rd year of Ascendancy at 17:41 see stats
By Bashful boie the Superhuman Brawler level 10
79th Pyre 122nd year of Ascendancy at 23:42 see stats
By Bashful boie the Superhuman Brawler level 26
44th Haze 122nd year of Ascendancy at 16:08 see stats
By Bashful boie the Superhuman Brawler level 10
78th Pyre 122nd year of Ascendancy at 07:20 see stats
By Bashful boie the Superhuman Brawler level 38
46th Regrowth 123rd year of Ascendancy at 07:08 see stats
Log
Bashful boie deactivates Spellcraft.
Bashful boie deactivates Beyond the Flesh.
Bashful boie deactivates Weapon of Wrath.
Bashful boie deactivates Shock Hands.
Bashful boie deactivates Necrotic Aura.
Bashful boie deactivates Arcane Feed.
Bashful boie deactivates Stoning Poison.
Bashful boie deactivates Quicken Spells.
Bashful boie deactivates Abyssal Shield.
Bashful boie deactivates Elemental Discord.
Bashful boie deactivates Volatile Poison.
Bashful boie deactivates Charged Shield.
Bashful boie deactivates Stone Skin.
Bashful boie deactivates Crystalline Focus.
Bashful boie deactivates Savage Hunter.
Bashful boie deactivates Hymn of Shadows.
Bashful boie deactivates Lucid Dreamer.
Bashful boie deactivates Arcane Shield.
Bashful boie deactivates Soulwinds.
Bashful boie deactivates Shielding.
Bashful boie deactivates Mental Tyranny.
Bashful boie deactivates Gloom.
Bashful boie deactivates Shadow Combat.
Bashful boie deactivates Kinetic Shield.
Bashful boie deactivates Apply Poison.
Bashful boie deactivates Call Shadows.
Bashful boie deactivates Chant of Resistance.
Bashful boie deactivates Blurred Mortality.
Bashful boie deactivates Energy Decomposition.
Bashful boie deactivates Feather Wind.