












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Adventuring Party 1.5.5Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Tinker Stores in Last Hope - Tinker 1.5.5Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Last Hope archery training 1.5.3Last Hope basic training in weapon shop. p.s. I was very annoyed with inability of rogues for use of bows or slings. verbose 1.5.5This addon inserts much more information in the log about damage reduction. Stoic class 1.4.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Stoneshaper 1.5.0Adds the Stoneshaper, a wild caster. Stoneshapers manipulate terrain, creating or destroying it at need, and have been known to forge formidable weapons from stone. Auto Use Tweaks 1.2.1Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 Actually Useful Artifact Steamguns 1.3.0Increase the range of artifact steamguns to at least the range of an ordinary steamgun of the same tier. Frequently Asked Questions: Ghoul MultiFork - Neg. Healing Mod Instead of Neg. Speed, also Ghoul Buff + Ghouls Dont Breathe Tinker Fix 1.5.5Replaces the Ghoul Global Speed Penalty of the default 1.5.5 game with a starting healing mod of 51% (compared to normal). Also includes Ghouls Don't Breathe features (thanks blortad) with an added fix I made so tinker inscriptions (Embers of Rage DLC feature unlocked in original campaign) don't get overwritten. Ghoul Buff (thanks StarKeep and of course DarkGod) is included in its entirety: Ghoul Buff: Ghoul MultiFork general details: NOT COMPATIBLE WITH: Race Rebalancing Addon aka RACISM, Ghoul Buff addon, Ghouls Dont Breathe addon, Ghoul Global Speed Tweak addon because they change similar things. ADDON PRIORITY (Load order): 1000 This addon OVERLOADS the Ghoul racial skills file to add the 1% healing mod bonus per level and incorporate the Ghoul Buff features: This addon also uses a 'ToME:load' HOOK to change the default ghoul global speed to 100%, to remove the requirement for ghouls to breathe, to set the basic healing factor, and to change the character creation text. Harbinger 1.5.5 Convenient Digging 1.5.5 Gem Chest 1.5.3Extract Gems is now automatically used in the TransmoChest without needing an upgrade. CHANGES IN 1.1 CHANGES IN 1.1.1 Nekarcos's Quality of Life 04: Healing Reduction (v2) 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Adjustable Levelup - t155 1.5.5Allows modification of leveling. Can modify stat gain, talent gain, category gain, life gain, and more. If you would like to be able to modify other values post them in the comments. Inspired by Asellia's adjustable_level_points addon. Syro's edits: Added some changes that were added up to the game version 1.5.5, like hide categories button. Tweaked Arcane Aether 1.5.2Takes 0players fix for arcane permation (66 percent arcane 34 other resistance)(tweak disabled atm til toggleable and nonsuperloading), optional tweak for disruption shield (tweaks disruption shield to be useable at 33 percent, nerfs the damage cap to 1.75 instead of 2.00, and lowers cooldown by 5 to 25), includes altered version of expermental hate as optional tweak, made phase door rune work in controlled phased door areas as intended, optional tweak for nulls crystal races to allow steamtech for them, togglable tweak to the golemancy tree to fix golems to be changed to work with steamtech (golems don't need to pay gold for steamtech unlock) with tweaks to enable steamtech and taints, optional tweaks for disabling rares from using certain classes (allows you to disable rares from using hedgeknight, oozemancer, or any combination of the tinker classes, a togglable expermental hate option (included with premission and slight changes), option to revert inferno pettiness's hedgeknight boss toggle (if you use that mod anyway), optional toggle to disable most of hedgeknight's petal skills for npcs, and toggleable tweak for necromancy+ (enabling one of the skills to effect all summons). All current tweaks are optional (with some enabled by defualt but will only effect files if certain files are present). Prodigy Tweaks 1.5.5 Odyssey of The Summoner 1.5.5This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.
Details: Expanded Details: Guaranteed Sludgenest and Dogroth Caldera 1.5.0Makes the Sludgenest and Dogroth Caldera always appear on the map after the level requirements have been met. Orcnac Subrace 1.5.5Adds the Orcnac Subrace, the Orc equivilent of a Cornac. Items Vault 1.5.0Donators/Buyers bonus! Improved player targetting 1.2.0Player's targetting improvements. Additional Randart Properties 1.5.5 Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Embers With All Races 1.4.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Exotic Weapon Master 1.4.3Let your character to be an exotic weapon master: - Allows training of Exotic Weapon Mastery - Gives out more exotic weapons - The Library in Last Hope now sells exotic weapons This addon "borrows" something from two existing addons: - grayswandir's More Exotic Weapons
http://te4.org/games/addons/tome/more-exotic-weapons
- Effigy's Unlock Exotic Mastery
http://te4.org/games/addons/tome/unlock-exoticThanks to you guys. Proper Possession 1.5.0
Frequently Asked Questions: Improved Stores - fix 1.5.5Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. This is a tweak to Improved Stores by Razakai ( https://te4.org/games/addons/tome/improvedstores ) to make it minimally invasive. It should be compatible with just about anything that modifies Last Hope or stores. Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: QuickTome: Orb of Communication 1.3.1 Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Recognizable Bossess on Minimap 1.5.5Colorizing unique+ ranked creatures on minimap (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Revamped Anorithil 1.5.5 Conveyance Reward 1.5.5This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. Reflected Golem 1.5.0Modifies the Mirror of Reflection, adding the ability to change your golem's appearance. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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. Frendlier Fire 1.5.5 Improved Starting Inscriptions 1.5.5Makes the Last Hope, Irkkk, and Kruk Pride (if you have EoR) infusion and rune stores start with a variety of quality inscriptions. Arcane Combat Mod Merge 1.5.5Combines multiple good mods that enhance various aspects of Arcane Combat, with some edits to resolve compatibility issues:
The Auto Archer (Auto Shooter) 1.1.5Takes out the boring grinding fingerwork of archer gameplay with a single keystroke. This addon automatically walks toward visible enemies, uses your archer talents (or basic shoot skill), reloads your bow mid-fight, or autoexplores when nobody is around. Sit back and enjoy the magic of The Auto Archer. Half-Cost Category Mastery 1.3.1 Exponential Leveling For Adventuring Party 1.5.5Exponential Leveling Add-on made by ErrantNyles, with tweaks by Felix from Steam to make it compatible with Adventuring Party. Tweaks made by me to not earn some of the rewards that are given in Campaign mode. Haven't updated it fully yet to not give said rewards in other modes Deathknight 1.4.4Adds the Deathknight class. See forum thread for details. Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Eternal Darkness 1.5.0Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Storm Reward 1.5.5Adds the Spell/Storm tree as a reward from Angolwen for completing the Tempest Peak quest with them, to match the earning of the Fungus tree by Antimagic characters. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Paradox Mage |
| Level / Exp | 49 / 56% |
| Size | medium |
| Lifes / Deaths | Killed by overpowered greater multi-hued wyrm at level 34 on the 50th Pyre 123rd year of Ascendancy at 14:03 2 / 5Killed by overpowered greater multi-hued wyrm at level 34 on the 50th Pyre 123rd year of Ascendancy at 16:11 Killed by Aerewen the crimson ooze at level 49 on the 5th Haze 123rd year of Ascendancy at 20:26 Killed by Neravea the slimy ooze at level 49 on the 6th Haze 123rd year of Ascendancy at 09:44 Killed by Paradox Mage at level 49 on the 6th Haze 123rd year of Ascendancy at 23:25 |
Primary Stats
| Strength | 131 (base 89) |
| Dexterity | 90 (base 58) |
| Constitution | 76 (base 63) |
| Magic | 116 (base 89) |
| Willpower | 97 (base 61) |
| Cunning | 98 (base 76) |
Resources
| Life | 1032/1105 |
| Mana | 803/803 |
| Paradox | 285 |
| Steam | 100/100 |
| Healing Factor | 1.2 |
| Regeneration | 0.77999999999999 |
Speed
| Mental | -4.0190073491431E-12% |
| Attack | -4.0190073491431E-12% |
| Movement | +138.74986117198% |
| Spell | -4.0190073491431E-12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 9 |
| See Stealth | 33.294708266768 |
| See Invisible | 33.294708266768 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 202 |
| Accuracy | 55 |
| Crit Chance | 70% |
| APR | 32 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 77 |
| Crit Chance | 82% |
| Speed | 1 |
Offense: Mind
| Mindpower | 62 |
| Crit Chance | 62% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +39% |
| Temporal | +40% |
| Physical | +12% |
| Arcane | +16% |
| Fire | +39% |
| All | 0% |
Offense: Damage Penetration
| Blight | +10% |
| Temporal | +30% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 167.05569542601 (100%) |
| Defense | 69 |
| Ranged Defense | 69 |
| Fatigue | 42 |
| Physical Save | 52 |
| Spell Save | 67 |
| Mental Save | 51 |
Defense: Resistances
| Acid | + 58%( 70%) |
| Blight | + 41%( 70%) |
| Arcane | + 48%( 70%) |
| Cold | + 70%( 70%) |
| All | + 25%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 66%( 70%) |
| Temporal | + 36%( 70%) |
| Physical | + 32%( 70%) |
| Darkness | + 36%( 70%) |
| Fire | + 58%( 70%) |
| Nature | + 48%( 70%) |
Defense: Immunities
| Pinning Resistance | 50% |
| Bleed Resistance | 68% |
| Confusion Resistance | 20% |
| Teleport Resistance | 100% |
| Stun Resistance | 68% |
| Instadeath Resistance | 100% |
| Blind Resistance | 50% |
Inscriptions (3/5)
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 988% for 10 turns and instantly restoring 49 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.5 steam per turn. Can be activated for an instant burst of 52 steam. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 382 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Archery - bows | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Matter | 2.10 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Gravity | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Stasis | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Speed Control | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Timetravel | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spellbinding | 2.26 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Flux | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Archery - slings | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Timeline Threading | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Chronomancy | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Shooting | 1.00 |
| 5/5 |
| 5/5 |
| Celestial / Chants | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Staff combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Adventure / Partner | 1.00 |
| 1/18 |
| 11/26 |
| 1/3 |
| 1/2 |
| 1/2 |
| 1/2 |
| Chronomancy / Energy | 2.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Steamtech | 1.00 |
| 5/5 |
| 5/5 |
| Race / Shalore | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Chant of Resistance |
| talent | Matter Weaving |
| talent | Energy Decomposition |
| talent | Phase Pulse |
| talent | Gravity Locus |
| talent | Matrix |
| talent | Defensive Posture |
| talent | Reality Smearing |
| talent | Disintegration |
| talent | Empower |
| talent | Quicken |
| talent | Contingency |
| talent | Extension |
| beneficial effect | The target is surrounded by a time distortion, absorbing 700/700 damage and sending it forward in time. While active all newly applied status effects durations are reduced by 60%. Time Shield |
| beneficial effect | The target is moving is 139% faster. 3 Celerity |
| beneficial effect | Peer into the future, detecting enemies, increasing defense by 45, and granting a 10% chance to ignore critical hits. Precognition |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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 gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Paradox Mage. Escort: injured seer (level 6 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you gained talent category Spell / Staff combat (at mastery 0.80). | done |
You failed to protect the lost anorithil from death by giant venus flytrap. Escort: lost anorithil (level 2 of Trollmire) | failed |
You failed to protect the lost anorithil from death by Borfast the Broken. Escort: lost anorithil (level 4 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by snow giant boulder thrower. Escort: lost sun paladin (level 1 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You failed to protect the repented thief from death by black crystal. Escort: repented thief (level 1 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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. | 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 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: 861. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided 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
| On feet | Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (148 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Steam Powered Helm (3 def, 12 armour)3.0 T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+0 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
| Tool | Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 12 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 15 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | Ring of the War Master0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 ---------- misc Masteries +0.30 Technique/Unarmed discipline +0.30 Technique/Warcries +0.30 Technique/Pugilism +0.30 Technique/Combat training +0.30 Technique/Combat veteran +0.30 Technique/Grappling +0.30 Technique/Archery training +0.30 Technique/Archery - slings +0.30 Technique/Unarmed training +0.30 Technique/Thuggery +0.30 Technique/Superiority +0.30 Technique/Two-handed weapons +0.30 Technique/Archery prowess +0.30 Technique/Archery excellence +0.30 Technique/Combat techniques +0.30 Technique/Two-handed assault +0.30 Technique/Berserker's strength +0.30 Technique/Archery - bows +0.30 Technique/Two-handed maiming +0.30 Technique/Shield offense +0.30 Technique/Shield defense +0.30 Technique/Dual techniques +0.30 Technique/Finishing moves +0.30 Technique/Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
| On fingers | Lustresweeper0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +2 Dex dps ---------- Phys.crit +5.0% Phys.pwr +8 (+2 eff.) Dmg.mod +16% arcane +12% physical Apr +5 Melee Ret 12 light ----- def ----- Armour +6 Resists +16% arcane +9% light ---------- misc Light +2 Rings can have magical properties. |
| Around waist | Girdle of Preservation1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+5 eff.) Spell.save +15 (+4 eff.) Mind.save +15 (+5 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
| In main hand | Rod of Sarrilon (136% power, 4 apr, temporal element)5.0 T5 staff 2H weapon [Unique] Unknown Power 137% Range: 1.2x Uses 150% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: Stats +7 Wil +8 Mag dps ---------- Spell.crit +15% Spell.pwr +40 (+9 eff.) Dmg.mod +40% temporal Res.pen +30% temporal ----- def ----- Anom.red +25 Teleport- +100% ---------- misc Cooldown Attenuate -1 Stop -2 Time Shield -3 Time Shield -3 Masteries +0.10 Chronomancy/Stasis +0.10 Chronomancy/Flux +0.10 Spell/Temporal A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
| On hands | hardened leather gloves 'Manahir' (0 def, 2 armour)1.0 T3 hands armor [Random Unique] Arcane/Master While equipped: Stats +7 Str +4 Mag +4 Wil dps ---------- Phys.crit +10.0% Spell.crit +13% Mind.crit +6% Crit.mult +8.00% Phys.pwr +5 (+1 eff.) Melee+ 10 arcane ----- def ----- Armour +2 Resists +4% arcane HP.reg +0.40 ---------- misc Max.stam +5.00 Disperse Magic: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Beondur (5 def, 17 armour)17.0 T3 massive armor [Rare] Arcane While equipped: Stats +8 Str +7 Mag +7 Wil dps ---------- Phys.crit +7.0% Spell.crit +11% Mind.crit +7% Crit.mult +15.00% Phys.pwr +18 (+4 eff.) Spell.pwr +35 (+8 eff.) Mind.pwr +19 (+5 eff.) ----- def ----- Armour +17 Hardiness +5% Defense +5 (+1 eff.) Fatigue +24% Resists +16% lightning +15% nature A suit of armour made of metal plates. |
| Cloak | Yvilrassra (3 def, 14 armour)2.0 T5 cloak armor [Random Unique] Master/Psionic While equipped: Stats +6 Dex +5 Wil +10 Cun dps ---------- Mind.crit +6% Res.pen +10% blight Acc +10 (+3 eff.) Apr +8 ----- def ----- Armour +14 Defense +3 (+0 eff.) Resists +23% cold Phys.save +10 (+3 eff.) Anom.red +15 Heal.mod +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Arynor the steel amulet0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +7 Str +2 Dex +5 Cun ----- def ----- Resists +6% blight ---------- misc Telepathy Demon/Minor Demon/Major Masteries +0.16 Chronomancy/Spellbinding Amulets can have magical properties. |
Inventory
Elixir of Brawn0.0 potion [Plot Item] Nature Permanently increase your strength and constitution by three. A vial of sluggish tan fluid. |
Elixir of Foundations0.0 potion [Plot Item] Nature Grant you two additional generic talent points. A vial of murky white fluid. |
Elixir of Stoneskin0.0 potion [Plot Item] Nature Permanently increase your armor by four. A vial of grainy, iron-colored fluid. |
medical injector implant (efficiency 101% / cooldown 92%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 101% efficiency and cooldown mod of 92%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the duelist (efficiency 143% / cooldown 55%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 143% efficiency and cooldown mod of 55%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 175% / cooldown 83%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 175% efficiency and cooldown mod of 83%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 205% / cooldown 73%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 205% efficiency and cooldown mod of 73%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 226% / cooldown 64%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 226% efficiency and cooldown mod of 64%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 232% / cooldown 86%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 232% efficiency and cooldown mod of 86%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 10)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.5 steam per turn. Can be activated for an instant burst of 48 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the duelist (steam 16)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 15.5 steam per turn. Can be activated for an instant burst of 78 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the duelist (steam 19)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 18.6 steam per turn. Can be activated for an instant burst of 93 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the duelist (steam 13)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 13.2 steam per turn. Can be activated for an instant burst of 66 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the psychic (steam 16)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 15.9 steam per turn. Can be activated for an instant burst of 80 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the sneak (steam 13)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 13.2 steam per turn. Can be activated for an instant burst of 66 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
healing infusion (heal 72)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 72 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 327 over 5 turns)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 327 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion (heal 197 over 5 turns)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 197 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the psychic (heal 604 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 604 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the sneak (heal 693 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 693 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the psychic (resist 33%; cure magical, mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 33% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 30%; cure magical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 30% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 31%; cure magical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 31% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 32%; cure magical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 32% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the psychic (57 nature damage, 37% healing reduction)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 18 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 57.14 nature damage per turn for 7 turns, and reducing the target's healing received by 37%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the duelist (+20 for 11 turns, die at -861)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 11 turns. While Heroism is active, you will only die when reaching -861 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
manasurge rune of the psychic (1403% regen over 10 turns; 70 instant mana)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1403% for 10 turns and instantly restoring 70 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
manasurge rune of the psychic (1441% regen over 10 turns; 72 instant mana)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1441% for 10 turns and instantly restoring 72 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
manasurge rune of the warrior (1897% regen over 10 turns; 95 instant mana)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1897% for 10 turns and instantly restoring 95 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
phase door rune of the warrior (range 18; power 63; dur 6)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 18. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 63%, your defense is increased by 63 and all your resistances by 63%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune of the duelist (256 acid damage; disarm 5 turns with power 63)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 256.00 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 63 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune (56 fire damage)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 55.74 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 573 for 6 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 573 damage for 6 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the psychic (radius 17; dur 26; see humanoid)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (17 radius) and to allow you to see invisible and stealthed creatures (power 39) for 26 turns. Your mind will become more receptive for 26 turns, allowing you to sense any humanoid around. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the warrior (radius 13; dur 20; see dragon)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (13 radius) and to allow you to see invisible and stealthed creatures (power 37) for 20 turns. Your mind will become more receptive for 20 turns, allowing you to sense any dragon around. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Rune of the Rift (538.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 753.20 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune (power 12 for 12 turns)0.1 T3 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to become invisible (power 12) for 12 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the psychic (power 18 for 9 turns)0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to become invisible (power 18) for 9 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the wizard (power 21 for 11 turns)0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to become invisible (power 21) for 11 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the sneak (range 14)0.1 T4 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport in a range of 14. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
3 schematic: Acid Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Alchemist's Helper0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Antimagic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Black Light Emitter0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Botanical Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Brain Cap0.1 T1 schematic scroll Reqs Create Tinker [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Brain Flare0.1 T1 schematic scroll Reqs Create Tinker [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
10 schematic: Corrosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Deflection Field0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Flash Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Focus Lens0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Fungal Web0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Hand Cannon0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Incendiary Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Iron Grip0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Itching Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Kinetic Stabiliser0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Magnetic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Mental Stimulator0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Pain Suppressor Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Poison Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Power Distributor0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Razor Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Rustproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Saw Projector0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Second Skin0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Solid Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Spike Attachment0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Steamsaw0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Toxic Cannister Launcher0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Viral Injector0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Voltaic Sentry0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Voltaic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Water Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Waterproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Weapon Automaton: One Handed0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Taint of Telepathy (Range 10 telepathy for 5 turns)0.1 T3 taint scroll [Plot Item] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Strip the protective barriers from your mind for 5 turns, allowing in the thoughts all creatures within 10 squares but reducing mind save by 10 and increasing your mindpower by 35 for 10 turns. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 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... |
Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Juggernaut: (Instant) Level 2.6 Pwr.cost 18 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% and provides a 13% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
cleansing steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature/Disrupt While equipped: ----- def ----- Resists +17% nature +18% blight Heal.mod +16% Poison- +28% Disease- +32% Cut- +50% Heal: Puts all charms on 21 cooldown Level 2.0 Pwr.cost 21 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 323 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
warrior's steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +8% physical ---------- misc Stam/turn +0.60 Amulets can have magical properties. |
insulating gold amulet0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +15% fire +22% cold Amulets can have magical properties. |
restful gold amulet of magic (+6)0.1 T3 amulet jewelry [Ego] Arcane/Master While equipped: Stats +6 Mag ----- def ----- Fatigue -7% HP.reg +2.10 Amulets can have magical properties. |
Swampoozer the stralite amulet0.1 T4 amulet jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% Melee+ 4 blight Res.pen +15% blight +25% nature On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Heal.mod +24% Cut- +70% ---------- misc Mana/s.crit +2.00 Heal: Puts all charms on 21 cooldown Level 1.0 Pwr.cost 21 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 250 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Flamebore the voratun amulet0.1 T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Dex +5 Mag +8 Cun +9 Con dps ---------- Spell.crit +6% Spell.pwr +6 (+2 eff.) Mov.spd +10% Melee+ 8 arcane 20 fire Dmg.mod +6% temporal +5% light +8% physical +9% fire +9% arcane +8% darkness Res.pen +5% fire ----- def ----- Fatigue -9% Resists +9% fire HP.reg +1.50 ---------- misc Stam/turn +1.30 Masteries +0.39 Chronomancy/Spacetime Weaving Amulets can have magical properties. |
Skytide the voratun amulet0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Wil +5 Con dps ---------- Crit.mult +20.00% Acc +10 (+3 eff.) Apr +20 Melee Ret 12 mind ----- def ----- Resists +9% lightning +25% light +26% darkness Phys.save +13 (+4 eff.) Mind.save +30 (+9 eff.) Max.HP +80.00 HP.reg +2.40 Blind- +46% ---------- misc Hate/kill +10.00 Max.hate +4.00 Amulets can have magical properties. |
Bethumina the Undeathmarrow0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +11% blight +6% acid On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +11% blight +9% nature +9% acid On Mind Hit: 5% Flamespit 1 Rings can have magical properties. |
psionicist's steel ring0.1 T2 ring jewelry [Ego] Psionic While equipped: Stats +4 Wil ----- def ----- Mind.save +8 (+2 eff.) Rings can have magical properties. |
steel ring of clarity0.1 T2 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +8 (+2 eff.) Confus- +28% Rings can have magical properties. |
gold ring 'Shadowwisp'0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Melee+ 12 mind Dmg.mod +15% lightning ----- def ----- Resists +30% lightning +12% mind Stealth +20 ---------- misc Max.P.En +15.00 Max.N.En +15.00 Rings can have magical properties. |
rogue's gold ring of blinding strikes0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Cun dps ---------- Melee+ 28 light Ranged+ 24 light On Hit (Melee): * 19% chance to blind On Hit (Ranged): * 15% chance to blind ----- def ----- Defense +10 (+2 eff.) Rings can have magical properties. |
rogue's gold ring of tenacity0.1 T3 ring jewelry [Ego] Master While equipped: Stats +5 Cun ----- def ----- Defense +10 (+2 eff.) Max.HP +29.00 Disarm- +32% Pinning- +36% Knockbk- +31% Rings can have magical properties. |
wizard's gold ring0.1 T3 ring jewelry [Ego] Arcane While equipped: Stats +5 Mag ----- def ----- Spell.save +10 (+2 eff.) Rings can have magical properties. |
Arigund the stralite ring0.1 T4 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Wil +7 Cun +4 Con dps ---------- Spell.pwr +4 (+1 eff.) S.pwr/crit +10 Dmg.mod +15% blight ----- def ----- Resists +15% blight Spell.save +14 (+3 eff.) Mind.save +6 (+2 eff.) ---------- misc Max.stam +27.00 Rings can have magical properties. |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
Oozeumbra the stralite ring0.1 T4 ring jewelry [Random Unique] Arcane/Nature While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +5 (+2 eff.) Melee+ 16 nature Dmg.mod +14% lightning +15% light ----- def ----- Resists +28% lightning +30% light +6% nature Cut- +5% Confus- +5% Teleport- +10% Rings can have magical properties. |
Radhomahir0.1 T4 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +18% fire ----- def ----- Hardiness +5% Resists +15% darkness +36% fire Dmg.red +10 all Crit.dmg- 15.00% Spell.save +35 (+9 eff.) Silence- +20% Stun/Frz- +10% Rings can have magical properties. |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
conjurer's stralite ring of blight (+13%)0.1 T4 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +13% blight ----- def ----- Resists +13% blight Rings can have magical properties. |
stralite ring0.1 T4 ring jewelry [Normal] Rings can have magical properties. |
stralite ring of perseverance0.1 T4 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.70 Stun/Frz- +39% Rings can have magical properties. |
titan's stralite ring of nature (+30%)0.1 T4 ring jewelry [Ego] Nature While equipped: Stats +6 Con dps ---------- Dmg.mod +15% nature ----- def ----- Resists +30% nature Phys.save +12 (+4 eff.) Rings can have magical properties. |
Aerudhenn the Morningreek0.1 T5 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +18 Cun +8 Mag dps ---------- Spell.pwr +14 (+4 eff.) Melee+ 16 light 25 bleed Ranged+ 22 bleed Dmg.mod +3% light +12% lightning On Hit (Melee): * 20% chance to cause random gloom On Hit (Ranged): * 19% chance to cause random gloom ----- def ----- Resists +9% light Mind.save +15 (+5 eff.) Confus- +47% ---------- misc Hate/m.crit +3.00 Max.hate +12.00 Light +1 Bleeding Edge: Puts all charms on 12 cooldown Level 4.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
Bilesage the voratun ring0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +6 Cun dps ---------- Melee+ 25 bleed Ranged+ 25 bleed Dmg.mod +6% light Melee Ret 12 nature On Hit (Melee): * 20% chance to cause random gloom On Hit (Ranged): * 16% chance to cause random gloom ----- def ----- Fatigue -18% Resists +3% light ---------- misc Max.enc +76 Hate/m.crit +3.00 Max.hate +15.00 On Mind Hit: 5% Flamespit 1 Bleeding Edge: Puts all charms on 12 cooldown Level 2.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
Emelyth the voratun ring0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +8 Cun dps ---------- Mind.crit +1% Phys.pwr +18 (+4 eff.) Spell.pwr +15 (+4 eff.) Mind.pwr +15 (+4 eff.) Dmg.mod +5% all ----- def ----- Defense +14 (+3 eff.) Resists +15% light +3% blight Spell.save +10 (+2 eff.) Max.HP +100.00 HP.reg +1.50 Heal.mod +29% ---------- misc Max.psi +10.00 Rings can have magical properties. |
Exiler0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Melee+ 15 temporal Dmg.mod +15% temporal +10% physical ----- def ----- Resists +15% temporal Anom.red +10 ---------- misc Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 251.46 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 3 turn(s). Uses 20 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Nimbusfoe0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Cun dps ---------- Phys.pwr +19 (+4 eff.) Spell.pwr +14 (+4 eff.) Mind.pwr +10 (+3 eff.) Melee+ 28 lightning 21 bleed 8 blight Ranged+ 19 bleed Dmg.mod +6% blight +7% all On Hit (Melee): * 18% chance to cause random gloom On Hit (Ranged): * 19% chance to cause random gloom ----- def ----- Resists +13% blight +15% nature +12% lightning Poison- +19% Disease- +23% ---------- misc Hate/m.crit +2.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 12 cooldown Level 4.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
savior's voratun ring of misery0.1 T5 ring jewelry [Ego+] Master/Psionic While equipped: Stats +6 Cun dps ---------- Melee+ 25 bleed Ranged+ 16 bleed On Hit (Melee): * 10% chance to cause random gloom On Hit (Ranged): * 13% chance to cause random gloom ----- def ----- Phys.save +6 (+2 eff.) Spell.save +16 (+4 eff.) Mind.save +15 (+5 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +12.00 Bleeding Edge: Puts all charms on 12 cooldown Level 2.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
voratun ring of life0.1 T5 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +52.00 HP.reg +1.00 Heal.mod +10% Rings can have magical properties. |
Porumira the Darkpython (100% power, 2 apr, physical element)5.0 T1 staff 2H weapon [Rare] Nature Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Melee+ 16 darkness Dmg.mod +6% acid +10% physical +9% mind +12% darkness Res.pen +20% mind +10% darkness Melee Ret 20 acid 12 darkness On Hit (Melee): * 8% chance to blind ----- def ----- Defense +7 (+1 eff.) ---------- misc Psi/kill +4.00 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 1.0 Pwr.cost 4 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 122.90 light damage. Staves designed for wielders of magic, by the greats of the art. |
ash magestaff of illumination (111% power, 3 apr, cold element)5.0 T2 staff 2H weapon [Ego] Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% cold On Hit (Melee): * 8% chance to blind ----- def ----- Defense +7 (+1 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 2.0 Pwr.cost 4 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 165.51 light damage. Staves designed for wielders of magic, by the greats of the art. |
cruel ash vilestaff of might (111% power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego] Arcane/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +9% Crit.mult +13.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff of illumination (120% power, 4 apr, physical element)5.0 T3 staff 2H weapon [Ego] Nature Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% physical On Hit (Melee): * 10% chance to blind ----- def ----- Defense +11 (+2 eff.) ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 1.0 Pwr.cost 4 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 122.90 light damage. Staves designed for wielders of magic, by the greats of the art. |
Cutharuidrandil the elven-wood vilestaff (129% power, 5 apr, darkness element)5.0 T4 staff 2H weapon [Rare] Nature Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +12 acid While equipped: Stats +5 Str +6 Mag dps ---------- Spell.crit +4% Spell.pwr +12 (+3 eff.) Dmg.mod +25% darkness +9% acid Res.pen +25% acid Melee Ret 16 mind On Hit (Melee): * 17% chance to blind ----- def ----- Defense +11 (+2 eff.) Fatigue -14% Resists +12% acid ---------- misc Light +5 Infravis +3 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 1.0 Pwr.cost 4 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 122.90 light damage. Staves designed for wielders of magic, by the greats of the art. |
elven-wood starstaff of illumination (129% power, 5 apr, physical element)5.0 T4 staff 2H weapon [Ego] Nature Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+3 eff.) Dmg.mod +25% physical On Hit (Melee): * 13% chance to blind ----- def ----- Defense +9 (+2 eff.) ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 1.0 Pwr.cost 4 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 122.90 light damage. Staves designed for wielders of magic, by the greats of the art. |
Daimunarihek the dragonbone vilestaff (136% power, 9 apr, darkness element)5.0 T5 staff 2H weapon [Random Unique] Arcane/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +9 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Str dps ---------- Phys.crit +15.0% Spell.crit +5% Crit.mult +61.00% Spell.pwr +24 (+6 eff.) Melee+ 35 fire Dmg.mod +30% darkness ----- def ----- Armour +11 Defense +17 (+4 eff.) Rng.Def +6 (+1 eff.) ---------- misc See.Invis +18 Wards +3 darkness Talents +4 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Flarepall (136% power, 6 apr, blight element)5.0 T5 staff 2H weapon [Random Unique] Arcane/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 41% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Phys.crit +39.0% Spell.crit +5% Crit.mult +19.00% Spell.pwr +34 (+8 eff.) Melee+ 80 arcane Dmg.mod +30% blight +6% temporal +6% arcane ----- def ----- Resists +6% temporal +3% fire ---------- misc Max.mana +184.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Jetripper (136% power, 6 apr, light element)5.0 T5 staff 2H weapon [Random Unique] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 darkness On Crit.r2 +8 darkness +8 light While equipped: Stats +20 Mag +6 Wil +18 Cun +14 Con dps ---------- Spell.crit +5% Crit.mult +53.00% Spell.pwr +27 (+6 eff.) Dmg.mod +30% light +3% darkness ----- def ----- Resists +3% light ---------- misc Vim/s.crit +15.00 Max.mana +63.00 Max.vim +88.00 Max.N.En +86.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Naturetrencher' (136% power, 6 apr, cold element)5.0 T5 staff 2H weapon [Random Unique] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +8 Mag +9 Cun +10 Con dps ---------- Spell.crit +5% Crit.mult +61.00% Spell.pwr +21 (+5 eff.) Melee+ 4 mind 30 fire Dmg.mod +30% cold +3% mind +3% nature ----- def ----- Armour +9 Hardiness +11% Phys.save +7 (+2 eff.) ---------- misc Vim/s.crit +8.00 Max.vim +50.00 Max.N.En +44.00 See.Invis +18 Talents +1 Command Staff On Nature Hit: 10% Flamespit 1 Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff 'Eclipseknave' (136% power, 9 apr, temporal element)5.0 T5 staff 2H weapon [Random Unique] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +9 Crit +5.0% Atk.spd 100% Phasing +10% While equipped: dps ---------- Phys.crit +3.0% Spell.crit +14% Crit.mult +39.00% Spell.pwr +41 (+9 eff.) Melee+ 33 fire 16 physical Dmg.mod +30% light +30% physical +30% darkness +30% temporal ----- def ----- Resists +6% darkness ---------- misc See.Invis +14 Talents +1 Command Staff Unleash an elemental blastwave, dealing 137.03 to 164.44 temporal damage in a radius 6 around the user Puts all charms on 6 cooldown Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Hettohor' (136% power, 6 apr, blight element)5.0 T5 staff 2H weapon [Random Unique] Nature/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Con dps ---------- Phys.crit +30.0% Spell.crit +5% Crit.mult +49.00% Spell.pwr +24 (+6 eff.) Mind.pwr +4 (+1 eff.) Dmg.mod +30% blight +3% mind On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +3% blight HP.reg +2.00 Heal.mod +20% Heal/summ +10 ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
iron battleaxe of erosion (105% power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Nature Power 106% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +1 Crit +4.5% Atk.spd 100% Melee+ +10 nature +10 temporal Massive two-handed battleaxes. |
Beirach (139% power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Disrupt Power 139% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Melee+ +16 mind On Hit: * Slows global speed by 20% While equipped: dps ---------- Dmg.mod +9% mind On Hit (Melee): * Slows global speed by 31% ----- def ----- Defense +9 (+2 eff.) Rng.Def +9 (+2 eff.) Resists +9% acid +18% cold Spell.save +31 (+8 eff.) Silence- +20% Confus- +20% Massive two-handed battleaxes. |
dwarven-steel battleaxe of massacre (158% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Master Power 158% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Massive two-handed battleaxes. |
thought-forged dwarven-steel battleaxe of massacre (153% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Master/Psionic Power 154% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Melee+ +16 mind On Hit: * 31% chance to cause random gloom While equipped: Stats +6 Cun +7 Wil Massive two-handed battleaxes. |
Eksatin's Ultimatum (175% power, 25 apr)3.0 T4 battleaxe 2H weapon [Unique] Master Power 175% Range: 1.5x Uses 130% Str Dmg Physical Acc+ +0.2% crit / acc Apr +25 Crit +25.0% Atk.spd 100% On Crit: * decapitate a weakened target While equipped: dps ---------- Crit.mult +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
arcing stralite battleaxe of paradox (153% power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego] Arcane Power 154% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% Melee+ +14 lightning +14 temporal On Hit: * 25% chance for lightning to arc to a second target While equipped: dps ---------- Melee Ret 24 temporal ----- def ----- Resists +14% temporal Massive two-handed battleaxes. |
insidious stralite battleaxe of paradox (152% power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego] Arcane/Nature Power 152% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% Melee+ +48 insidious poison +13 temporal While equipped: dps ---------- Melee Ret 19 temporal ----- def ----- Resists +14% temporal Massive two-handed battleaxes. |
thought-forged stralite battleaxe of erosion (158% power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego] Nature/Psionic Power 159% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% Melee+ +19 temporal +17 nature +20 mind On Hit: * 37% chance to cause random gloom While equipped: Stats +9 Cun +6 Wil Massive two-handed battleaxes. |
Emyth the Burnpiercer (169% power, 4 apr)3.0 T5 battleaxe 2H weapon [Random Unique] Nature/Master Power 170% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% On Crit.r2 +24 fire On Crit: * wounds the target for 7 turns: 20 bleeding, 66% reduced healing While equipped: Stats +12 Str +2 Wil +2 Cun +3 Con dps ---------- Phys.crit +14.0% Phys.pwr +20 (+4 eff.) All.spd +8% Dmg.mod +20% physical Res.pen +41% fire Acc +21 (+6 eff.) ----- def ----- Resists +6% fire ---------- misc Stam/ret +3.00 Massive two-handed battleaxes. |
The Gaping Maw (184% power, 4 apr)3.0 T5 battleaxe 2H weapon [Unique] Nature/Disrupt Power 184% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +50 acid +50 nature slow On Crit: * deal manaburn damage equal to your mindpower in a radius 3 cone While equipped: ---------- 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. |
hateful voratun battleaxe of persecution (170% power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego] Disrupt/Psionic Power 170% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +20 darkness Against +19% Living +42% Unnatural While equipped: Stats +7 Wil Massive two-handed battleaxes. |
insidious voratun battleaxe of dampening (170% power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego] Nature/Disrupt Power 170% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +80 insidious poison While equipped: ----- def ----- Resists +16% acid +16% fire +19% lightning +19% cold Spell.save +20 (+5 eff.) Massive two-handed battleaxes. |
insidious voratun battleaxe of erosion (170% power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego] Nature Power 170% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +62 insidious poison +13 temporal +13 nature Massive two-handed battleaxes. |
manaburning voratun battleaxe of erosion (171% power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego] Nature/Disrupt Power 171% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +19 temporal +19 nature On Hit: * 24 arcane resource burn Massive two-handed battleaxes. |
voratun battleaxe 'Yaryrin' (168% power, 4 apr)3.0 T5 battleaxe 2H weapon [Random Unique] Nature/Master/Psionic Power 169% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +33 mind On Hit: * 13% chance to corrode armour by 30% * 34% chance to cause random gloom While equipped: Stats +1 Str +1 Dex +10 Wil +9 Cun dps ---------- Phys.crit +21.0% Crit.mult +28.00% Dmg.mod +9% arcane +6% blight Res.pen +19% acid Phasing +51% Apr +20 ----- def ----- HP.reg +4.00 Massive two-handed battleaxes. |
balanced dwarven-steel greatmaul of erosion (153% power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego] Nature/Master Power 153% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Melee+ +12 nature +14 temporal While equipped: dps ---------- Acc +12 (+4 eff.) ----- def ----- Defense +7 (+1 eff.) Disarm- +36% Massive two-handed mauls. |
Blighted Maul (204% power, 22 apr)12.0 T5 greatmaul 2H weapon [Unique] Arcane Power 205% Range: 1.5x Uses 140% Str Dmg Physical Acc+ +0.1% dam / acc Apr +22 Crit +10.0% Atk.spd 83% Dmg.conv 20% blight On Hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 225.12 to 675.36 physical damage (based on Strength). While equipped: dps ---------- Crit.mult +40.00% Dmg.mod +12% physical ----- def ----- Knockbk- +30% Knock away other craatures within radius 4), dealing 580.16 to 1160.32 physical damage (based on Strength) to each. Uses 30 power out of 50/50 The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
voratun greatmaul 'Aluhor' (184% power, 4 apr)5.0 T5 greatmaul 2H weapon [Random Unique] Nature/Master Power 184% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Melee+ +26 temporal +24 nature On Hit: 10% Breach 1 On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +1 Mag +2 Wil +11 Con dps ---------- Phys.pwr +14 (+3 eff.) Res.pen +5% temporal +34% physical Acc +21 (+6 eff.) Apr +14 ----- def ----- Disarm- +38% ---------- misc Masteries +0.10 Chronomancy/Spacetime Folding Massive two-handed mauls. |
flaming iron greatsword (114% power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane Power 114% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% On Hit.r1 +9 fire Massive two-handed swords. |
iron greatsword of persecution (114% power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Disrupt Power 114% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Against +14% Unnatural While equipped: Stats +3 Wil Massive two-handed swords. |
slime-covered steel greatsword of massacre (144% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Disrupt/Master Power 145% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% On Hit: * Slows global speed by 16% Massive two-handed swords. |
thought-forged steel greatsword of dampening (132% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Disrupt/Psionic Power 132% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +14 mind On Hit: * 26% chance to cause random gloom While equipped: Stats +5 Cun +5 Wil ----- def ----- Resists +14% acid +14% fire +13% lightning +14% cold Spell.save +10 (+2 eff.) Massive two-handed swords. |
thought-forged dwarven-steel greatsword of massacre (157% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Master/Psionic Power 158% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +16 mind On Hit: * 30% chance to cause random gloom While equipped: Stats +6 Cun +3 Wil Massive two-handed swords. |
Latafayn (180% power, 5 apr)3.0 T4 greatsword 2H weapon [Unique] Arcane/Master Power 180% Range: 1.6x Uses 125% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +5 Crit +10.0% Atk.spd 100% HP.leech +8% Dmg.conv 50% fire burn While equipped: Stats +3 Cun +5 Str dps ---------- Dmg.mod +10% darkness +15% fire ----- def ----- Resists +15% fire Accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage. Uses 6 power out of 25/25 This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
Warmaster Gnarg's Murderblade (172% power, 19 apr)3.0 T4 greatsword 2H weapon [Unique] Master Power 172% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +19 Crit +10.0% Atk.spd 100% Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con ----- def ----- D.Red.from +20% Living ---------- misc Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed weapons +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
slime-covered stralite greatsword (156% power, 3 apr)3.0 T4 greatsword 2H weapon [Ego] Disrupt Power 157% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% On Hit: * Slows global speed by 20% Massive two-handed swords. |
slime-covered stralite greatsword of massacre (173% power, 3 apr)3.0 T4 greatsword 2H weapon [Ego] Disrupt/Master Power 173% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% On Hit: * Slows global speed by 16% Massive two-handed swords. |
stralite greatsword of dampening (161% power, 3 apr)3.0 T4 greatsword 2H weapon [Ego] Disrupt Power 161% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% While equipped: ----- def ----- Resists +17% acid +16% fire +16% lightning +20% cold Spell.save +13 (+3 eff.) Massive two-handed swords. |
stralite greatsword of massacre (176% power, 3 apr)3.0 T4 greatsword 2H weapon [Ego] Master Power 177% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Massive two-handed swords. |
thought-forged stralite greatsword of massacre (175% power, 3 apr)3.0 T4 greatsword 2H weapon [Ego] Master/Psionic Power 175% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Melee+ +13 mind On Hit: * 30% chance to cause random gloom While equipped: Stats +7 Cun +6 Wil Massive two-handed swords. |
Gloomlore the voratun greatsword (176% power, 4 apr)3.0 T5 greatsword 2H weapon [Random Unique] Arcane/Nature/Master Power 176% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 111% Melee+ +21 temporal +21 nature +42 cold On Hit.r1 +8 mind While equipped: Stats +9 Dex +1 Cun dps ---------- Dmg.mod +9% darkness Acc +17 (+5 eff.) ----- def ----- Mind.save +23 (+7 eff.) ---------- misc Psi/m.crit +2.00 Max.psi +20.00 Massive two-handed swords. |
Morningkiss (175% power, 4 apr)3.0 T5 greatsword 2H weapon [Random Unique] Arcane/Master/Psionic Power 175% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% On Hit.r1 +28 fire On Hit: * 20% chance to torment the target On Crit: * cripple the target While equipped: Stats +1 Cun +2 Wil dps ---------- Phys.crit +19.0% Res.pen +20% mind +19% darkness On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Resists +6% light Mind.save +9 (+3 eff.) ---------- misc Max.P.En +5.00 Max.N.En +5.00 Light +3 Massive two-handed swords. |
balanced voratun greatsword (176% power, 4 apr)3.0 T5 greatsword 2H weapon [Ego] Master Power 176% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +17 (+5 eff.) ----- def ----- Defense +17 (+4 eff.) Disarm- +62% Massive two-handed swords. |
balanced voratun greatsword (175% power, 4 apr)3.0 T5 greatsword 2H weapon [Ego] Master Power 176% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +16 (+5 eff.) ----- def ----- Defense +17 (+4 eff.) Disarm- +56% Massive two-handed swords. |
balanced voratun greatsword of massacre (190% power, 4 apr)3.0 T5 greatsword 2H weapon [Ego] Master Power 191% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +13 (+4 eff.) ----- def ----- Defense +16 (+4 eff.) Disarm- +62% Massive two-handed swords. |
hateful voratun greatsword of massacre (181% power, 4 apr)3.0 T5 greatsword 2H weapon [Ego] Master/Psionic Power 181% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +21 darkness Against +20% Living Massive two-handed swords. |
insidious voratun greatsword (171% power, 4 apr)3.0 T5 greatsword 2H weapon [Ego] Nature Power 171% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +59 insidious poison Massive two-handed swords. |
manaburning voratun greatsword (172% power, 4 apr)3.0 T5 greatsword 2H weapon [Ego] Disrupt Power 173% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% On Hit: * 24 arcane resource burn Massive two-handed swords. |
slime-covered voratun greatsword (175% power, 4 apr)3.0 T5 greatsword 2H weapon [Ego] Disrupt Power 175% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% On Hit: * Slows global speed by 16% Massive two-handed swords. |
slime-covered voratun greatsword (171% power, 4 apr)3.0 T5 greatsword 2H weapon [Ego] Disrupt Power 172% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% On Hit: * Slows global speed by 19% Massive two-handed swords. |
thought-forged voratun greatsword of massacre (188% power, 4 apr)3.0 T5 greatsword 2H weapon [Ego] Master/Psionic Power 188% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +21 mind On Hit: * 45% chance to cause random gloom While equipped: Stats +10 Cun +7 Wil Massive two-handed swords. |
voratun greatsword of erosion (175% power, 4 apr)3.0 T5 greatsword 2H weapon [Ego] Nature Power 175% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +24 nature +23 temporal Massive two-handed swords. |
voratun greatsword of erosion (170% power, 4 apr)3.0 T5 greatsword 2H weapon [Ego] Nature Power 171% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +14 nature +14 temporal Massive two-handed swords. |
voratun greatsword of massacre (187% power, 4 apr)3.0 T5 greatsword 2H weapon [Ego] Master Power 187% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Massive two-handed swords. |
voratun greatsword of massacre (187% power, 4 apr)3.0 T5 greatsword 2H weapon [Ego] Master Power 188% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Massive two-handed swords. |
Ramroller (150% power, 24 apr)3.0 T5 steamsaw 2H weapon [Unique] Steamtech Power 150% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +24 Crit +5.0% Atk.spd 100% Block +180 Uses 1.0 Steam While equipped: dps ---------- Mov.spd +0% ----- def ----- Armour +19 Defense +14 (+3 eff.) Fatigue +0% ---------- misc Talents +5 Block Moving builds up a stacking movement speed (caps at 25%) and damage bonus (caps at double). Hitting removes the bonus. "So we were thinking. You know what's better than saws? Really BIG saws. Unfortunately, no one could lift them. So we came up with an innovative new solution: Mount them on a motorized platform, allowing easy transportation and unparalleled cutting power!" |
arcing blue-steel trident (117% power, 8 apr)3.0 T2 trident 2H weapon [Ego] Arcane Power 117% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +8 Crit +2.0% Atk.spd 100% Melee+ +9 lightning On Hit: * 25% chance for lightning to arc to a second target A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
blue-steel trident 'Islylelle' (119% power, 8 apr)3.0 T2 trident 2H weapon [Rare] Nature Power 120% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +8 Crit +2.0% Atk.spd 100% HP.leech +6% Melee+ +42 insidious poison On Hit.r1 +8 acid While equipped: Stats +3 Cun +3 Con dps ---------- Melee+ 8 acid ----- def ----- Crit.dmg- 15.00% ---------- misc Telepathy Demon/Minor Demon/Major A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Lightreek the iron longsword (103% power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Nature Power 104% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Melee+ +8 temporal +8 nature +16 mind While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.crit +3% Mind.pwr +10 (+3 eff.) Dmg.mod +9% light +9% mind ---------- misc Hate/m.crit +3.00 Light +2 Sharp, long, and deadly. |
acidic iron longsword of daylight (103% power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane Power 104% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Melee+ +7 acid +7 light Against +7% Undead On Crit: * splashes the target with acid Sharp, long, and deadly. |
balanced steel longsword (108% power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Master Power 108% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +8 (+3 eff.) ----- def ----- Defense +7 (+1 eff.) Disarm- +28% Sharp, long, and deadly. |
steel longsword of projection (117% power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Psionic Power 117% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Sharp, long, and deadly. |
Acera (140% power, 4 apr)3.0 T3 longsword 1H weapon [Unique] Arcane/Master Power 141% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +4 Crit +10.0% Atk.spd 100% Melee+ +12 acid On Crit.r2 +40 corrosive acid While equipped: dps ---------- Phys.crit +10.0% Spell.crit +10% Dmg.mod +15% acid Res.pen +10% physical ----- def ----- Resists +15% acid Corrosive Worm: Level 4.0 Pwr.cost 18 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 30% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 51 acid damage in a 4 radius ball. This damage will increase by 37% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
Windslayer (152% power, 6 apr) Windslayer (152% power, 6 apr)3.0 T3 longsword 1H weapon [Unique] Master Power 152% Range: 1.4x Uses 70% Dex, 40% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +6 Crit +8.0% Atk.spd 111% While equipped: dps ---------- Acc +12 (+4 eff.) ----- def ----- Defense +8 (+2 eff.) ---------- misc Talents +1 Change Weapon Stance Masteries +0.20 Technique/Whirling cyclone Increases the duration of the Celestial Arts stance by +2 Increases the duration of the Infernal Arts stance by +2 A slender sword with a long grip that can be comfortably held in one or two hands. The winds seem to shift and follow along with every strike. This blade seeks the sea. |
manaburning dwarven-steel longsword of massacre (134% power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Disrupt/Master Power 134% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% On Hit: * 19 arcane resource burn Sharp, long, and deadly. |
Blade of Distorted Time (150% power, 10 apr)3.0 T4 longsword 1H weapon [Unique] Arcane Power 150% Range: 1.4x Uses 20% Mag, 90% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +10 Crit +8.0% Atk.spd 100% Dmg.conv 20% temporal On Hit: * inflicts bonus temporal damage and slows target While equipped: dps ---------- Dmg.mod +12% temporal +10% physical Rethread: Level 4.2 Pwr.cost 5 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Rethread the timeline, dealing 283.67 temporal damage to the target before moving on to a second target. Rethread can hit up to 3 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. The remnants of a damaged timeline, this blade shifts and fades at random. |
Morrigor (161% power, 12 apr)3.0 T4 longsword 1H weapon [Unique] Arcane/Unknown Power 162% Range: 1.4x Uses 60% Mag, 60% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +12 Crit +7.0% Atk.spd 100% On Hit: * deal 67.28 arcane and 58.00 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: dps ---------- Spell.crit +12% Spell.pwr +24 (+6 eff.) ---------- misc Talents +1 Soul Purge This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
Ordinary Cane (152% power, 30 apr) Ordinary Cane (152% power, 30 apr)3.0 T4 longsword 1H weapon [Unique] Master Power 152% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +30 Crit +8.0% Atk.spd 111% Melee+ +10 blinding When used from stealth a simple attack with it will not break stealth. While equipped: Stats +12 Lck +8 Cun ----- def ----- Defense +16 (+4 eff.) Disarm- +25% ---------- misc Masteries +0.20 Technique/Blindsight Blind-Fight: No penalty when attacking invisible/stealthed A simple walking stick used by the blind, one which certainly doesn't conceal a hidden sword. |
Twilight's Edge (158% power, 7 apr)3.0 T4 longsword 1H weapon [Unique] Arcane Power 158% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +7 Crit +12.0% Atk.spd 100% On Crit: * release a burst of light and dark damage (scales with Magic) While equipped: Stats +4 Str +4 Mag +4 Cun dps ---------- Spell.crit +4% Spell.pwr +12 (+3 eff.) Dmg.mod +18% darkness +18% light ---------- misc Light +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
Dawn's Blade (161% power, 7 apr)3.0 T5 longsword 1H weapon [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Power 162% Range: 1.4x Uses 25% Mag, 80% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +7 Crit +5.0% Atk.spd 100% Dmg.conv 30% light Against +25% Undead +25% Demon While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+3 eff.) Dmg.mod +18% light Res.pen +25% light ---------- misc Light +2 Cooldown Healing Light -2 Suncloak -3 Providence -4 Barrier -2 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Invoke dawn, inflicting 427.77 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 21 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
Ereminik the voratun longsword (151% power, 6 apr)3.0 T5 longsword 1H weapon [Random Unique] Master Power 151% Range: 1.4x Uses 100% Str Dmg Arcane Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 111% While equipped: Stats +7 Dex dps ---------- Dmg.mod +13% physical +6% arcane +4% all Res.pen +27% physical Acc +27 (+8 eff.) Apr +22 ---------- misc Telepathy Demon/Minor Demon/Major Masteries +0.10 Technique/Steamtech Sharp, long, and deadly. |
balanced voratun longsword of erosion (154% power, 6 apr)3.0 T5 longsword 1H weapon [Ego] Nature/Master Power 155% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +20 nature +20 temporal While equipped: dps ---------- Acc +14 (+5 eff.) ----- def ----- Defense +14 (+3 eff.) Disarm- +36% Sharp, long, and deadly. |
caustic voratun longsword (151% power, 6 apr)3.0 T5 longsword 1H weapon [Ego+] Nature Power 151% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 28% chance to corrode armour by 30% While equipped: dps ---------- Res.pen +8% acid ----- def ----- HP.reg +1.70 Sharp, long, and deadly. |
slime-covered voratun longsword (153% power, 6 apr)3.0 T5 longsword 1H weapon [Ego] Disrupt Power 154% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Slows global speed by 9% Sharp, long, and deadly. |
voratun longsword 'Shadowwire' (169% power, 6 apr)3.0 T5 longsword 1H weapon [Random Unique] Nature/Master Power 169% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +6 Crit +8.0% Atk.spd 100% On Crit.r2 +18 fire While equipped: Stats +1 Mag dps ---------- All.spd +5% Melee+ 8 darkness Res.pen +12% physical +15% fire Acc +13 (+4 eff.) Apr +13 Melee Ret 4 physical ----- def ----- Armour +4 Fatigue -2% Resists +9% darkness Sharp, long, and deadly. |
voratun longsword 'Voradath' (154% power, 6 apr)3.0 T5 longsword 1H weapon [Random Unique] Nature/Master Power 155% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +24 ice On Hit: 5% Mindlash 2 While equipped: Stats +6 Str +1 Wil +2 Cun dps ---------- Mind.crit +1% Dmg.mod +15% physical Res.pen +13% cold +15% physical Acc +23 (+7 eff.) Apr +11 ----- def ----- Armour +15 Mind.save +3 (+1 eff.) ---------- misc Stam/ret +2.50 Max.hate +6.00 Sharp, long, and deadly. |
voratun longsword of dampening (153% power, 6 apr)3.0 T5 longsword 1H weapon [Ego] Disrupt Power 153% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: ----- def ----- Resists +16% acid +12% fire +14% lightning +12% cold Spell.save +11 (+3 eff.) Sharp, long, and deadly. |
voratun longsword of erosion (150% power, 6 apr)3.0 T5 longsword 1H weapon [Ego] Nature Power 151% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +9 nature +11 temporal Sharp, long, and deadly. |
insidious iron mace of erosion (102% power, 2 apr)3.0 T1 mace 1H weapon [Ego] Nature Power 102% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% Melee+ +17 insidious poison +7 temporal +7 nature Blunt and deadly. |
iron mace of massacre (118% power, 2 apr)3.0 T1 mace 1H weapon [Ego] Master Power 118% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
Eremesadur the Barkward (131% power, 4 apr)3.0 T3 mace 1H weapon [Rare] Psionic Power 131% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +14 darkness Against +14% Living While equipped: dps ---------- Dmg.mod +15% nature +15% mind Apr +3 ----- def ----- Armour +6 Defense +9 (+2 eff.) Rng.Def +9 (+2 eff.) Resists +12% nature Blunt and deadly. |
thought-forged dwarven-steel mace (135% power, 4 apr)3.0 T3 mace 1H weapon [Ego] Psionic Power 135% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +16 mind On Hit: * 21% chance to cause random gloom While equipped: Stats +4 Cun +4 Wil Blunt and deadly. |
Daysweeper (143% power, 5 apr)3.0 T4 mace 1H weapon [Rare] Master Power 144% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% On Crit: * wounds the target for 7 turns: 20 bleeding, 66% reduced healing While equipped: dps ---------- Phys.crit +12.0% Phys.pwr +13 (+3 eff.) Dmg.mod +30% acid Res.pen +15% acid +15% light Melee Ret 16 acid 12 light On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +12% light ---------- misc Light +3 Blunt and deadly. |
Rotpassion the voratun mace (157% power, 6 apr)3.0 T5 mace 1H weapon [Random Unique] Disrupt/Master/Psionic Power 158% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% Melee+ +17 darkness Against +11% Living +25% Unnatural On Hit: * disrupts spell-casting While equipped: dps ---------- Phys.crit +13.0% Crit.mult +20.00% Melee+ 4 nature Res.pen +5% light Apr +13 Melee Ret 4 light ----- def ----- Resists +3% light ---------- misc Light +2 On Nature Hit: 5% Flamespit 1 On Mind Hit: 5% Acidfire 1 Blunt and deadly. |
Betubeth the Flashfury (119% power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Master Power 120% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +6% light Res.pen +25% mind Melee Ret 12 light ----- def ----- Resists +6% nature +21% acid Spell.save +31 (+8 eff.) ---------- misc Light +3 One-handed war axes. |
Skullcleaver (120% power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 121% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight On Hit: 10% Greater Weapon Focus 2 While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Noonstoker (108% power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 108% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% On Crit.r2 +4 temporal On Hit: 5% Rethread 1 On Hit: * 40% chance to blind * 20% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Acc +7 (+2 eff.) On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +7 (+1 eff.) Anom.red +10 Disarm- +24% One-handed war axes. |
arcing dwarven-steel waraxe of vileness (123% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Arcane Power 123% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +18 blight +10 lightning On Hit: * 20% chance to disease * 25% chance for lightning to arc to a second target One-handed war axes. |
balanced dwarven-steel waraxe of dampening (118% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Disrupt/Master Power 119% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Acc +11 (+4 eff.) ----- def ----- Defense +11 (+2 eff.) Resists +12% acid +10% fire +10% lightning +12% cold Spell.save +9 (+2 eff.) Disarm- +26% One-handed war axes. |
dwarven-steel waraxe of daylight (121% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Arcane Power 122% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +13 light Against +13% Undead One-handed war axes. |
Mucusrazor (138% power, 5 apr)3.0 T4 waraxe 1H weapon [Random Unique] Arcane/Master/Psionic Power 139% Range: 1.4x Uses 100% Str Dmg Arcane Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +21 blight +4 darkness On Crit.r2 +8 nature On Hit: * 20% chance to disease * 20% chance to torment the target On Crit: * wounds the target for 7 turns: 20 bleeding, 66% reduced healing While equipped: dps ---------- Phys.crit +11.0% Phys.pwr +12 (+2 eff.) Melee+ 4 nature Res.pen +12% mind +12% darkness ----- def ----- Resists +6% darkness On Nature Hit: 5% Flamespit 1 One-handed war axes. |
Layydavena (165% power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Arcane/Master Power 166% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +20 blight On Hit: 10% Epidemic 6 On Hit: * 18% chance to inflict 15% damage reduction * 19% chance to disease * 20% chance to curse the target While equipped: ----- def ----- Armour +6 Phys.save +6 (+2 eff.) Heal.mod +10% Disease- +24% On Mind Hit: 5% Distortion Bolt 1 One-handed war axes. |
voratun waraxe 'Cracklespawn' (150% power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Nature/Master/Psionic Power 151% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +22 mind On Crit.r2 +4 lightning On Hit: * 34% chance to cause random gloom * 48% chance to daze at end of turn While equipped: Stats +3 Str +3 Dex +4 Mag +9 Wil +10 Cun +3 Con dps ---------- Melee+ 4 lightning Dmg.mod +9% light +15% physical Res.pen +33% lightning +12% physical Apr +15 ----- def ----- Resists +6% light One-handed war axes. |
arcing iron dagger of massacre (114% power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane/Master Power 114% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +7 lightning On Hit: * 25% chance for lightning to arc to a second target Sharp, short and deadly. |
thought-forged iron dagger of erosion (100% power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Nature/Psionic Power 100% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +7 temporal +6 nature +6 mind On Hit: * 12% chance to cause random gloom While equipped: Stats +2 Cun +2 Wil Sharp, short and deadly. |
Silent Blade (129% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 35% Str, 55% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Spellblaze Shard (120% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 121% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +10 blight +10 fire burn On Crit.r2 +20 infective blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Umbral Razor (129% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 129% Range: 1.3x Uses 45% Dex, 10% Mag, 45% Str Dmg Physical Acc+ +0.5% APR / acc Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 2.0 Pwr.cost 5 out of 10/10. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of darkness, doing 152.43 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
balanced steel dagger of massacre (116% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master Power 116% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +7 (+1 eff.) Disarm- +24% Sharp, short and deadly. |
Moon (136% power, 30 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 137% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +30 Crit +10.0% Atk.spd 100% Melee+ +20 darkness While equipped: dps ---------- Dmg.mod +10% darkness ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Shantiz the Stormblade (111% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% ---------- misc Masteries +0.10 Wild-gift/Thunder +0.10 Wild-gift/Supercell Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Spelldrinker (132% power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 132% Range: 1.3x Uses 45% Str, 5% Mag, 55% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+3 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Star (129% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 129% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +20 Crit +20.0% Atk.spd 100% Melee+ +20 light While equipped: dps ---------- Dmg.mod +10% light ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Swordbreaker (129% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+3 eff.) Phys.save +15 (+5 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. |
balanced dwarven-steel dagger of erosion (116% power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Nature/Master Power 116% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +11 nature +12 temporal While equipped: dps ---------- Acc +4 (+1 eff.) ----- def ----- Defense +8 (+2 eff.) Disarm- +27% Sharp, short and deadly. |
chilling dwarven-steel dagger of erosion (113% power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Arcane/Nature Power 113% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 temporal +10 nature +11 cold Sharp, short and deadly. |
dwarven-steel dagger of dampening (120% power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Disrupt Power 121% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% While equipped: ----- def ----- Resists +10% acid +10% fire +8% lightning +10% cold Spell.save +8 (+2 eff.) Sharp, short and deadly. |
dwarven-steel dagger of daylight (114% power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Arcane Power 114% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 light Against +14% Undead Sharp, short and deadly. |
flaming dwarven-steel dagger (118% power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Arcane Power 119% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +9 fire Sharp, short and deadly. |
insidious dwarven-steel dagger of dampening (112% power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Nature/Disrupt Power 112% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +26 insidious poison While equipped: ----- def ----- Resists +9% acid +8% fire +10% lightning +8% cold Spell.save +8 (+2 eff.) Sharp, short and deadly. |
slime-covered stralite dagger (134% power, 9 apr)1.0 T4 dagger 1H weapon [Ego] Disrupt Power 134% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% On Hit: * Slows global speed by 11% Sharp, short and deadly. |
slime-covered stralite dagger of massacre (147% power, 9 apr)1.0 T4 dagger 1H weapon [Ego] Disrupt/Master Power 147% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% On Hit: * Slows global speed by 11% Sharp, short and deadly. |
stralite dagger of crippling (135% power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Master Power 135% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +8.0% Sharp, short and deadly. |
stralite dagger of massacre (146% power, 9 apr)1.0 T4 dagger 1H weapon [Ego] Master Power 146% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% Sharp, short and deadly. |
Kinetic Spike (147% power, 40 apr)1.0 T5 dagger 1H weapon [Unique] Psionic Power 147% Range: 1.3x Uses 30% Wil, 40% Dex, 30% Str Dmg Physical Acc+ +0.5% APR / acc Apr +40 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.pwr +15 (+3 eff.) Res.pen +30% physical Acc +8 (+3 eff.) ---------- misc Masteries +0.20 Psionic/Augmented striking Fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage. Uses 6 power out of 10/10 A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
Life Drinker (152% power, 11 apr)1.0 T5 dagger 1H weapon [Unique] Arcane Power 152% Range: 1.3x Uses 55% Mag, 35% Str Dmg Physical Acc+ +0.5% APR / acc Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+3 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 2.0 Pwr.cost 24 out of 50/50. Range 6 Travel.spd 600% of base Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 16.66 acid and 16.66 blight damage. If not cleared after five turns it will inflict 94.60 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
balanced voratun dagger of massacre (156% power, 9 apr)1.0 T5 dagger 1H weapon [Ego] Master Power 157% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +10 (+2 eff.) Disarm- +28% Sharp, short and deadly. |
hateful voratun dagger (148% power, 9 apr)1.0 T5 dagger 1H weapon [Ego] Psionic Power 149% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +8 darkness Against +10% Living Sharp, short and deadly. |
hateful voratun dagger of massacre (158% power, 9 apr)1.0 T5 dagger 1H weapon [Ego] Master/Psionic Power 158% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +9 darkness Against +12% Living Sharp, short and deadly. |
insidious voratun dagger of massacre (158% power, 9 apr)1.0 T5 dagger 1H weapon [Ego] Nature/Master Power 159% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +26 insidious poison Sharp, short and deadly. |
manaburning voratun dagger (150% power, 9 apr)1.0 T5 dagger 1H weapon [Ego] Disrupt Power 150% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% On Hit: * 12 arcane resource burn Sharp, short and deadly. |
manaburning voratun dagger (147% power, 9 apr)1.0 T5 dagger 1H weapon [Ego] Disrupt Power 147% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% On Hit: * 16 arcane resource burn Sharp, short and deadly. |
voratun dagger of massacre (159% power, 9 apr)1.0 T5 dagger 1H weapon [Ego] Master Power 160% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Sharp, short and deadly. |
blooming mossy mindstar of slime (75% power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Disrupt Power 75% Range: 1.1x Uses 30% Wil, 10% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +3% nature On Melee Ret: * Slows global speed by 4% ----- def ----- Heal.mod +12% Heal/summ +17 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. |
mossy mindstar of the jelly (75% power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 75% Range: 1.1x Uses 30% Wil, 10% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +3% acid ---------- misc Equi/ret +0.90 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
gifted vined mindstar (81% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 82% Range: 1.1x Uses 35% Wil, 15% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +8 (+2 eff.) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
gifted thorny mindstar (97% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 97% Range: 1.1x Uses 40% Wil, 20% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +12 (+3 eff.) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar 'Velabeth' (97% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Random Unique] Nature/Psionic Power 97% Range: 1.1x Uses 40% Wil, 20% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +3% Crit.mult +11.00% Mind.pwr +6 (+2 eff.) Dmg.mod +6% arcane Res.pen +5% mind ----- def ----- Resists +6% arcane Mind.save +7 (+2 eff.) ---------- misc Psi/m.crit +3.00 Hate/kill +1.00 Psi/kill +1.00 Max.psi +22.00 Masteries +0.10 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 106.20 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 12 cooldown 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. |
gifted pulsing mindstar (108% power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego] Nature Power 108% Range: 1.1x Uses 45% Wil, 25% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +15 (+4 eff.) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
gifted pulsing mindstar of life (105% power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego] Nature Power 106% Range: 1.1x Uses 45% Wil, 25% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +16 (+4 eff.) ----- def ----- Max.HP +40.00 HP.reg +1.30 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying pulsing mindstar of balance (107% power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego] Nature/Psionic Power 107% Range: 1.1x Uses 45% Wil, 25% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +6% mind +6% darkness Melee Ret 5 mind 6 darkness ----- def ----- Phys.save +5 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +6 (+2 eff.) ---------- misc Equi/ret +1.70 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's pulsing mindstar of life (107% power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego] Nature Power 107% Range: 1.1x Uses 45% Wil, 25% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +6% nature ----- def ----- Resists +9% blight Max.HP +38.00 HP.reg +1.20 Disease- +21% 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. |
nature's pulsing mindstar of the jelly (109% power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego] Nature Power 109% Range: 1.1x Uses 45% Wil, 25% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +2% acid +8% nature ----- def ----- Resists +6% blight Disease- +20% ---------- misc Equi/ret +1.30 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
pulsing mindstar of balance (105% power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego] Nature Power 106% Range: 1.1x Uses 45% Wil, 25% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) ----- def ----- Phys.save +7 (+2 eff.) Spell.save +5 (+1 eff.) Mind.save +6 (+2 eff.) ---------- misc Equi/ret +1.50 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
pulsing mindstar of venom (109% power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego+] Nature This natural venom should be returned to the wyrm. Power 109% Range: 1.1x Uses 45% Wil, 25% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +8% acid Res.pen +15% acid Melee Ret 12 acid ----- def ----- Resists +9% acid HP.reg +1.10 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Tulorig the Nimbusvalor (117% power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic This harmonious mindstar will complement other natural mindstars. Power 117% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +12 lightning On Hit.r1 +16 acid While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% nature +6% lightning Res.pen +10% lightning +9% nature +15% acid ----- def ----- Resists +8% blight +7% nature +3% acid Disease- +20% ---------- misc Equi/ret +2.20 Hate/kill +4.00 Psi/kill +5.00 Masteries +0.20 Wild-gift/Harmony +0.20 Cursed/Dark sustenance +0.20 Psionic/Voracity Inflict 137.00 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 12 cooldown 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. |
blooming living mindstar (114% power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego] Nature Power 114% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) ----- def ----- Heal.mod +21% Heal/summ +60 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
blooming living mindstar of the jelly (112% power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego] Nature Power 112% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +10% acid ----- def ----- Heal.mod +28% Heal/summ +36 ---------- misc Equi/ret +1.30 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
caller's living mindstar (111% power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego+] Nature This natural mindstar calls for a summoner. Power 111% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +8% acid +11% fire +10% cold +11% physical Res.pen +3% acid +7% fire +6% cold +7% physical 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. |
creative living mindstar of the jelly (112% power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego] Nature/Psionic Power 112% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Cun dps ---------- Mind.crit +5% Crit.mult +21.00% Mind.pwr +10 (+3 eff.) Dmg.mod +9% acid ---------- misc Equi/ret +1.70 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative living mindstar of the jelly (113% power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego] Nature/Psionic Power 113% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +5% Crit.mult +17.00% Mind.pwr +10 (+3 eff.) Dmg.mod +7% acid ---------- misc Equi/ret +1.90 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
gifted living mindstar (115% power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego] Nature Power 115% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +18 (+5 eff.) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
gifted living mindstar of life (115% power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego] Nature Power 115% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +17 (+5 eff.) ----- def ----- Max.HP +38.00 HP.reg +1.40 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying living mindstar of the jelly (114% power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego] Nature/Psionic Power 114% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +7% acid +7% mind +4% darkness Melee Ret 3 mind 7 darkness ---------- misc Equi/ret +1.80 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. |
living mindstar of balance (114% power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego] Nature Power 114% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) ----- def ----- Phys.save +7 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +6 (+2 eff.) ---------- misc Equi/ret +1.80 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. |
living mindstar of life (114% power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego] Nature Power 114% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) ----- def ----- Max.HP +19.00 HP.reg +1.40 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar of resolve (116% power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego] Nature/Psionic Power 116% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) ----- def ----- Phys.save +5 (+2 eff.) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar of storms (112% power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego+] Nature This natural lightning should be returned to the wyrm. Power 112% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Str +2 Dex +3 Mag +4 Wil +1 Cun +2 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +10% lightning Res.pen +11% lightning Melee Ret 13 lightning ----- def ----- Resists +16% lightning Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar of the jelly (117% power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego] Nature Power 117% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +8% acid ---------- misc Equi/ret +1.50 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar of the jelly (113% power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego] Nature Power 113% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +6% acid ---------- misc Equi/ret +1.60 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's living mindstar (113% power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego] Nature Power 113% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +7% nature ----- def ----- Resists +9% blight Disease- +25% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's living mindstar (116% power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego] Nature Power 116% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +4% nature ----- def ----- Resists +7% blight Disease- +15% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's living mindstar of life (115% power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego] Nature Power 115% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +10% nature ----- def ----- Resists +8% blight Max.HP +36.00 HP.reg +1.20 Disease- +19% 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. |
nature's living mindstar of life (116% power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego] Nature Power 116% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +6% nature ----- def ----- Resists +7% blight Max.HP +44.00 HP.reg +1.40 Disease- +18% 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. |
Daybiter the steel steamsaw (104% power, 8 apr)3.0 T2 steamsaw 1H weapon [Rare] Disrupt/Steamtech Power 105% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +20 Melee+ +11 nature On Hit: * 25% chance to remove a magical effect Uses 1.0 Steam While equipped: dps ---------- On Hit (Melee): * 31% chance to blind ----- def ----- Armour +9 Defense +4 (+1 eff.) Fatigue +6% Resists +18% acid +6% cold +6% temporal Teleport- +15% ---------- misc Talents +1 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! |
shocking steel steamsaw of massacre (123% power, 8 apr)3.0 T2 steamsaw 1H weapon [Ego] Nature/Master/Steamtech Power 123% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +24 Uses 1.0 Steam While equipped: dps ---------- Melee+ 7 lightning Melee Ret 15 lightning ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% ---------- misc Talents +1 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! |
steel steamsaw 'Kindlerock' (105% power, 8 apr)3.0 T2 steamsaw 1H weapon [Rare] Nature/Steamtech Power 106% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +22 On Hit.r1 +12 light Uses 1.0 Steam While equipped: Stats +3 Dex dps ---------- Melee+ 20 light Dmg.mod +9% light On Hit (Melee): * 15% chance to blind ----- def ----- Armour +11 Hardiness +7% Defense +4 (+1 eff.) Fatigue +6% Resists +14% physical Crit.dmg- 15.00% ---------- misc Talents +1 Block Masteries +0.30 Technique/Combat training 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! |
Layovena the dwarven-steel steamsaw (123% power, 14 apr)3.0 T3 steamsaw 1H weapon [Rare] Nature/Steamtech Power 123% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +50 Melee+ +14 nature +14 temporal Uses 1.0 Steam While equipped: Stats +3 Con dps ---------- Phys.crit +5.0% Res.pen +25% physical Apr +5 Melee Ret 12 temporal ----- def ----- Armour +8 Defense +6 (+1 eff.) Fatigue +8% ---------- 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! |
Overclocked Radius (133% power, 19 apr)3.0 T3 steamsaw 1H weapon [Unique] Arcane/Steamtech Power 134% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +9.0% Atk.spd 115% Block +50 On Hit: * increase paradox by a random amount On Crit: * increase paradox by a drastic amount with a chance to do an anomaly (0% chance). If anomaly triggers, halve paradox. Uses 1.0 Steam While equipped: ----- def ----- Armour +7 Defense +10 (+2 eff.) Fatigue +9% Affinity +30% temporal ---------- misc Talents +2 Block +1 Paradox Pool Attack speed increases with paradox, up to 250% at 1000 paradox. Faced with the petty quandaries of 'conventional physics', some mad tinker must have coated this sawblade with a fine sheathe of dilated time to maximize its speed. There were ...side effects. |
caustic dwarven-steel steamsaw (119% power, 14 apr)3.0 T3 steamsaw 1H weapon [Ego+] Nature/Steamtech Power 120% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +51 On Hit: * 16% chance to corrode armour by 30% Uses 1.0 Steam While equipped: dps ---------- Res.pen +11% acid ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +8% HP.reg +1.50 ---------- 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! |
Heartrend (133% power, 19 apr)3.0 T4 steamsaw 1H weapon [Unique] Steamtech Power 134% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +9.0% Atk.spd 100% Block +50 HP.leech +0% On Hit: * If bleed damage per turn is greater than 5% of max life, attacks cleave. Uses 1.0 Steam While equipped: ----- def ----- Armour +10 Defense +8 (+2 eff.) Fatigue +9% ---------- misc Talents +2 Block All damage dealt by or to you (that is over 1% of max life) bleeds for an additional 20% of the damage as physical damage (ignores most status resistances). While you are bleeding, Heartrend's damage increases and it gains lifesteal. There is an attached note. 'I've spilt the heartsblood of my work, feeling it pound, like a heart, in my palms. Some people just can't let go until they've bled dry.' |
reinforced stralite steamsaw (141% power, 19 apr)3.0 T4 steamsaw 1H weapon [Ego] Master/Steamtech Power 142% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +60 Uses 1.0 Steam While equipped: ----- def ----- Armour +13 Defense +8 (+2 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! |
Medur (152% power, 25 apr)3.0 T5 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Power 152% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +94 Uses 1.0 Steam While equipped: Stats +3 Con +2 Mag dps ---------- Phys.crit +6.0% Spell.crit +2% Crit.mult +15.00% Phys.pwr +10 (+2 eff.) Spell.pwr +2 (+1 eff.) Res.pen +13% nature ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +24% cold +10% all ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
acidic voratun steamsaw of fire resistance (+26%) (148% power, 25 apr)3.0 T5 steamsaw 1H weapon [Ego] Nature/Master/Steamtech Power 149% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +100 Uses 1.0 Steam While equipped: dps ---------- Melee+ 7 acid Melee Ret 21 acid ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +26% fire ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
balanced voratun steamsaw (148% power, 25 apr)3.0 T5 steamsaw 1H weapon [Ego] Master/Steamtech Power 149% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +103 Uses 1.0 Steam While equipped: dps ---------- Acc +8 (+3 eff.) ----- def ----- Armour +6 Defense +23 (+5 eff.) Fatigue +12% Disarm- +32% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
deflecting voratun steamsaw of temporal resistance (+16%) (149% power, 25 apr)3.0 T5 steamsaw 1H weapon [Ego] Nature/Master/Steamtech Power 149% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +104 Uses 1.0 Steam While equipped: dps ---------- On Melee Ret: * 22% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +6 Defense +22 (+5 eff.) Fatigue +12% Resists +16% temporal Proj.evade +9% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
insidious voratun steamsaw of cold resistance (+24%) (150% power, 25 apr)3.0 T5 steamsaw 1H weapon [Ego] Nature/Master/Steamtech Power 151% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +101 Melee+ +40 insidious poison Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +24% cold ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
insidious voratun steamsaw of mind resistance (+15%) (148% power, 25 apr)3.0 T5 steamsaw 1H weapon [Ego] Nature/Psionic/Steamtech Power 149% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +101 Melee+ +37 insidious poison Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +15% mind ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
voratun steamsaw 'Urathel' (163% power, 25 apr)3.0 T5 steamsaw 1H weapon [Random Unique] Disrupt/Master/Steamtech Power 163% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 111% Block +105 Melee+ +20 nature On Hit: * 25% chance to remove a magical effect Uses 1.0 Steam While equipped: Stats +7 Dex dps ---------- Acc +14 (+5 eff.) On Hit (Melee): * 10 arcane resource burn * 31% chance to corrode armour by 30% ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +6% acid +3% fire +9% arcane ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
voratun steamsaw of acid resistance (+24%) (152% power, 25 apr)3.0 T5 steamsaw 1H weapon [Ego] Master/Steamtech Power 152% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +90 Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +24% acid ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
voratun steamsaw of erosion (151% power, 25 apr)3.0 T5 steamsaw 1H weapon [Ego] Nature/Steamtech Power 152% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +98 Melee+ +19 nature +13 temporal Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
voratun steamsaw of massacre (163% power, 25 apr)3.0 T5 steamsaw 1H weapon [Ego] Master/Steamtech Power 163% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +88 Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
reinforced leather whip of massacre (148% power, 3 apr) reinforced leather whip of massacre (148% power, 3 apr)3.0 T4 whip 1H weapon [Ego] Master Power 148% Range: 1.1x Uses 100% Dex Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +8.0% Atk.spd 125% On Hit: 3% Disarm 4 A long, leather whip. |
elm longbow 'Coalstrider'4.0 T1 longbow 2H weapon [Rare] Master Acc+ +0.2% crit / acc Atk.spd 125% Range +6 On Hit.r1 +6 darkness On Crit.r2 +4 darkness On Hit: * 41% chance to inflict 15% damage reduction While equipped: Stats +5 Str dps ---------- Phys.pwr +11 (+2 eff.) Res.pen +15% darkness +20% fire ----- def ----- Resists +9% fire Longbows are used to shoot arrows at your foes. |
Splendourhunger4.0 T2 longbow 2H weapon [Rare] Master Acc+ +0.2% crit / acc Atk.spd 125% Range +7 While equipped: Stats +5 Str dps ---------- Phys.pwr +14 (+3 eff.) Dmg.mod +12% light Res.pen +20% light ----- def ----- Resists +27% lightning +9% fire Phys.save +12 (+4 eff.) Poison- +25% Longbows are used to shoot arrows at your foes. |
mighty elven-wood longbow4.0 T4 longbow 2H weapon [Ego] Master Acc+ +0.2% crit / acc Atk.spd 125% Range +9 While equipped: Stats +8 Str dps ---------- Phys.pwr +11 (+2 eff.) Longbows are used to shoot arrows at your foes. |
ranger's elven-wood longbow of acid4.0 T4 longbow 2H weapon [Ego] Arcane/Master Acc+ +0.2% crit / acc Atk.spd 125% Range +10 Ranged+ +18 acid While equipped: Stats +8 Dex dps ---------- Dmg.mod +24% acid Longbows are used to shoot arrows at your foes. |
Manalathadig the Sootzeal4.0 T5 longbow 2H weapon [Random Unique] Arcane/Master Acc+ +0.2% crit / acc Atk.spd 125% Range +10 While equipped: Stats +9 Str dps ---------- Phys.pwr +15 (+3 eff.) Dmg.mod +29% physical +27% arcane +3% darkness Res.pen +65% physical +5% darkness +15% arcane Phasing +90% Longbows are used to shoot arrows at your foes. |
Blazehash the cured leather sling4.0 T2 sling 1H weapon [Random Unique] Nature/Disrupt/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +7 Ranged+ +7 cold While equipped: dps ---------- Phys.crit +3.0% Res.pen +9% cold Acc +9 (+3 eff.) ----- def ----- Armour +9 Resists +11% acid +14% fire +13% lightning +11% cold Spell.save +9 (+2 eff.) ---------- misc Telepathy Dragon Slings are used to hurl stones or metal shots at your foes. |
mighty cured leather sling of cold4.0 T2 sling 1H weapon [Ego] Arcane/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +7 Ranged+ +9 cold While equipped: Stats +4 Str dps ---------- Phys.pwr +7 (+1 eff.) Dmg.mod +10% cold Slings are used to hurl stones or metal shots at your foes. |
mighty reinforced leather sling of power4.0 T4 sling 1H weapon [Ego] Master Acc+ +0.1% dam / acc Atk.spd 125% Range +9 While equipped: Stats +3 Str dps ---------- Phys.pwr +9 (+2 eff.) Dmg.mod +18% physical Res.pen +15% physical Slings are used to hurl stones or metal shots at your foes. |
mighty reinforced leather sling of power4.0 T4 sling 1H weapon [Ego] Master Acc+ +0.1% dam / acc Atk.spd 125% Range +9 While equipped: Stats +5 Str dps ---------- Phys.pwr +6 (+1 eff.) Dmg.mod +15% physical Res.pen +13% physical Slings are used to hurl stones or metal shots at your foes. |
Nithan's Force4.0 T5 sling 1H weapon [Unique] Master Acc+ +0.1% dam / acc Atk.spd 143% Range +10 While equipped: Stats +10 Str +5 Con dps ---------- Dmg.mod +35% physical Res.pen +15% physical ----- def ----- Resists +10% physical Pinning- +30% Knockbk- +30% Bull Shot: Level 4.0 Pwr.cost 10 out of 16/16. Range melee/personal Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 236% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
drakeskin leather sling 'Neratta'4.0 T5 sling 1H weapon [Random Unique] Nature/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +10 On Hit: * 20% chance to daze at end of turn While equipped: Stats +8 Str +10 Dex +4 Mag +5 Wil +4 Cun +4 Con dps ---------- Spell.crit +4% Crit.mult +10.00% Phys.pwr +10 (+2 eff.) Dmg.mod +3% arcane +9% mind Res.pen +14% lightning ----- def ----- Resists +5% arcane ---------- misc Max.vim +10.00 Slings are used to hurl stones or metal shots at your foes. |
Hettekan the Dourwend4.0 T2 steamgun 1H weapon [Rare] Master/Steamtech Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +7 Proj.spd +600% On Hit.r1 +4 darkness On Crit.r2 +6 mind On Hit: * 41% chance to cause random gloom * 41% chance to inflict 15% damage reduction Uses 2.0 Steam While equipped: Stats +4 Str dps ---------- Phys.pwr +9 (+2 eff.) Dmg.mod +6% mind ----- def ----- Resists +9% mind +15% darkness Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
dwarven-steel steamgun of power4.0 T3 steamgun 1H weapon [Ego] Master/Steamtech Acc+ +0.1% dam / acc Apr +12 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +14% physical Res.pen +10% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
ranger's dwarven-steel steamgun of dampening4.0 T3 steamgun 1H weapon [Ego] Disrupt/Master/Steamtech Acc+ +0.1% dam / acc Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +3 Dex ----- def ----- Resists +11% acid +12% fire +11% lightning +11% cold Spell.save +11 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
strafer's dwarven-steel steamgun4.0 T3 steamgun 1H weapon [Ego] Master/Steamtech Acc+ +0.1% dam / acc Apr +12 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Acc +10 (+3 eff.) ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty stralite steamgun4.0 T4 steamgun 1H weapon [Ego] Master/Steamtech Acc+ +0.1% dam / acc Apr +20 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +4 Str dps ---------- Phys.pwr +13 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty stralite steamgun of dampening4.0 T4 steamgun 1H weapon [Ego] Disrupt/Master/Steamtech Acc+ +0.1% dam / acc Apr +20 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +6 Str dps ---------- Phys.pwr +11 (+2 eff.) ----- def ----- Resists +12% acid +12% fire +10% lightning +13% cold Spell.save +12 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty stralite steamgun of dampening4.0 T4 steamgun 1H weapon [Ego] Disrupt/Master/Steamtech Acc+ +0.1% dam / acc Apr +20 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +5 Str dps ---------- Phys.pwr +9 (+2 eff.) ----- def ----- Resists +11% acid +14% fire +13% lightning +10% cold Spell.save +10 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty stralite steamgun of power4.0 T4 steamgun 1H weapon [Ego] Master/Steamtech Acc+ +0.1% dam / acc Apr +20 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +4 Str dps ---------- Phys.pwr +13 (+3 eff.) Dmg.mod +17% physical Res.pen +16% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty stralite steamgun of power4.0 T4 steamgun 1H weapon [Ego] Master/Steamtech Acc+ +0.1% dam / acc Apr +20 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +4 Str dps ---------- Phys.pwr +11 (+2 eff.) Dmg.mod +11% physical Res.pen +18% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
overgrown stralite steamgun of power4.0 T4 steamgun 1H weapon [Ego] Nature/Master/Steamtech Acc+ +0.1% dam / acc Apr +20 Atk.spd 100% Range +9 Proj.spd +600% On Hit: 10% Overgrowth 2 Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +16% physical Res.pen +15% physical ----- def ----- HP.reg +1.20 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
strafer's stralite steamgun4.0 T4 steamgun 1H weapon [Ego] Master/Steamtech Acc+ +0.1% dam / acc Apr +20 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Acc +9 (+3 eff.) ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
strafer's stralite steamgun of acid4.0 T4 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Acc+ +0.1% dam / acc Apr +20 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +13 acid Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +18% acid Acc +10 (+3 eff.) ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
strafer's stralite steamgun of life draining4.0 T4 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Acc+ +0.1% dam / acc Apr +20 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +15 draining blight Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +20% blight Acc +11 (+4 eff.) ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
stralite steamgun of power4.0 T4 steamgun 1H weapon [Ego] Master/Steamtech Acc+ +0.1% dam / acc Apr +20 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +15% physical Res.pen +17% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
voratun steamgun 'Sunsever'4.0 T5 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Acc+ +0.1% dam / acc Apr +28 Atk.spd 100% Range +10 Proj.spd +600% On Hit.r1 +2 fire On Crit.r2 +2 light On Hit: * 40% chance to blind Uses 2.0 Steam While equipped: Stats +6 Dex dps ---------- Dmg.mod +3% fire +3% light +20% physical Res.pen +5% fire +44% physical Phasing +60% ----- def ----- Resists +6% light +3% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Aroth the quiver of elm arrows (27/37, 102% power, 5 apr)3.0 T1 arrow ammo [Rare] Master Power 102% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 37 Ranged+ +12 acid On Hit.r1 +16 acid While equipped: ---------- misc Reload +3 Arrows are used with bows to pierce your foes to death. |
Galepall the quiver of yew arrows (23/23, 136% power, 10 apr)3.0 T3 arrow ammo [Rare] Master Power 137% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit / acc Acc +18 Apr +10 Crit +2.0% Capacity 23 Ranged+ +24 acid On Hit.r1 +12 lightning On Crit.r2 +8 acid On Hit: * 40% chance to daze at end of turn * 40% chance to corrode armour by 30% Arrows are used with bows to pierce your foes to death. |
Quiver of the Sun (25/25, 142% power, 15 apr)3.0 T4 arrow ammo [Unique] Arcane Power 142% Range: 1.4x Uses 50% Str, 70% Dex Dmg Bright light Acc+ +0.2% crit / acc Apr +15 Crit +2.0% Capacity 25 Proj.spd +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
Arkul's Siege Arrows (8/14, 180% power, 100 apr)3.0 T5 arrow ammo [Unique] Master Power 180% Range: 1.4x Uses 70% Str, 50% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +100 Crit +10.0% Capacity 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
Void Quiver (0/0, 156% power, 30 apr)3.0 T5 arrow ammo [Unique] Arcane Power 156% Range: 1.4x Uses 70% Dex, 10% Mag, 50% Str Dmg Void Acc+ +0.2% crit / acc Apr +30 Crit +6.0% Capacity 0 On Hit: 10% Spatial Tether 1 On Hit: 5% Dimensional Anchor 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
blazing pouch of iron shots of crippling (22/22, 113% power, 1 apr)3.0 T1 shot ammo [Ego+] Nature/Master Power 113% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +1 Crit +11.0% Capacity 22 Ranged+ +11 fire On Crit.r2 +6 fire On Crit: * cripple the target Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of iron shots (15/15, 111% power, 1 apr)3.0 T1 shot ammo [Ego] Psionic Power 111% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 15 Ranged+ +19 physical On Hit: * 10% chance to knock the target back Shots are used with slings to pummel your foes to death. |
self-loading pouch of steel shots of crippling (17/17, 123% power, 2 apr)3.0 T2 shot ammo [Ego+] Arcane/Master Power 123% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +9.5% Capacity 17 Rld cld 4 On Crit: * cripple the target Shots are used with slings to pummel your foes to death. |
barbed pouch of dwarven-steel shots of erosion (20/20, 140% power, 3 apr)3.0 T3 shot ammo [Ego] Nature/Master Power 140% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 20 Ranged+ +11 temporal +8 nature +11 bleed On Crit: * wounds the target for 7 turns: 20 bleeding, 66% reduced healing Shots are used with slings to pummel your foes to death. |
deadly pouch of dwarven-steel shots of wind (15/17, 151% power, 3 apr)3.0 T3 shot ammo [Ego] Nature/Master Power 152% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 17 Proj.spd +200% On Hit: * 10% chance to create an air burst Shots are used with slings to pummel your foes to death. |
manaburning pouch of dwarven-steel shots (22/22, 138% power, 3 apr)3.0 T3 shot ammo [Ego] Disrupt Power 139% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 22 On Hit: * 16 arcane resource burn Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots of erosion (19/21, 143% power, 3 apr)3.0 T3 shot ammo [Ego] Nature Power 144% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 21 Ranged+ +13 nature +11 temporal Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots of wind (23/23, 142% power, 3 apr)3.0 T3 shot ammo [Ego] Nature Power 142% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 23 Proj.spd +200% On Hit: * 10% chance to create an air burst Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of dwarven-steel shots (19/19, 143% power, 3 apr)3.0 T3 shot ammo [Ego] Psionic Power 144% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 19 Ranged+ +20 physical On Hit: * 10% chance to knock the target back Shots are used with slings to pummel your foes to death. |
Frozen Shards (25/25, 139% power, 15 apr)3.0 T4 shot ammo [Unique] Arcane Power 139% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Ice Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Capacity 25 On Hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
Spider's Fangs (20/20, 124% power, 8 apr)3.0 T4 shot ammo [Unique] Nature/Steamtech Power 124% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Nature Acc+ +0.1% dam / acc Apr +8 Crit +2.0% Capacity 20 On Crit: * bursts into an cloud of spydric poison, pinning those inside (with a 10 turn cooldown) Ready to trigger! A dedicated technician seems to have built pockets of spider venom into these rounds. It's not clear how happy the spiders were about this. |
barbed pouch of stralite shots of accuracy (6/19, 154% power, 5 apr)3.0 T4 shot ammo [Ego] Master Power 155% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.1% dam / acc Acc +15 Apr +5 Crit +5.5% Capacity 19 Ranged+ +13 bleed On Crit: * wounds the target for 7 turns: 20 bleeding, 66% reduced healing Shots are used with slings to pummel your foes to death. |
pouch of stralite shots of accuracy (17/17, 151% power, 5 apr)3.0 T4 shot ammo [Ego] Master Power 152% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.1% dam / acc Acc +13 Apr +5 Crit +5.5% Capacity 17 Shots are used with slings to pummel your foes to death. |
thought-forged pouch of stralite shots (21/23, 151% power, 5 apr)3.0 T4 shot ammo [Ego] Psionic Power 152% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +5 Crit +5.5% Capacity 23 Rld cld 6 Ranged+ +5 mind On Hit: * 25% chance to cause random gloom Shots are used with slings to pummel your foes to death. |
iron shield of cold resistance (+17%) (4 def, 2 armour, 20 block)7.0 T1 shield armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +4 (+1 eff.) Rng.Def +4 (+1 eff.) Fatigue +6% Resists +17% cold ---------- misc Talents +1 Block Handheld deflection devices. |
deflecting steel shield of lightning resistance (+21%) (13 def, 2 armour, 35 block)7.0 T2 shield armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +13 (+3 eff.) Rng.Def +6 (+1 eff.) Fatigue +8% Resists +21% lightning Proj.evade +8% ---------- misc Talents +2 Block Handheld deflection devices. |
flaming steel shield of cold resistance (+21%) (6 def, 2 armour, 39.5 block)7.0 T2 shield armor [Ego] Nature/Master While equipped: dps ---------- Melee+ 6 fire Melee Ret 14 fire ----- def ----- Armour +2 Defense +6 (+1 eff.) Rng.Def +6 (+1 eff.) Fatigue +8% Resists +21% cold ---------- misc Talents +2 Block Handheld deflection devices. |
steel shield of patience (6 def, 2 armour, 41 block)7.0 T2 shield armor [Ego+] Arcane While equipped: dps ---------- Melee Ret 13 temporal ----- def ----- Armour +2 Defense +6 (+1 eff.) Rng.Def +6 (+1 eff.) Fatigue +8% Resists +14% temporal ---------- misc Talents +2 Block Time Shield: (Instant) Puts all charms on 18 cooldown Level 2.2 Pwr.cost 18 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (382) is absorbed, or the time runs out (7 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 44%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
icy dwarven-steel shield of cold resistance (+21%) (8 def, 2 armour, 79 block)7.0 T3 shield armor [Ego] Nature/Master While equipped: dps ---------- Melee+ 7 cold Melee Ret 16 ice ----- def ----- Armour +2 Defense +8 (+2 eff.) Rng.Def +8 (+2 eff.) Fatigue +12% Resists +21% cold ---------- misc Talents +3 Block Handheld deflection devices. |
reinforced dwarven-steel shield of fire resistance (+21%) (8 def, 10 armour, 121.5 block)7.0 T3 shield armor [Ego] Master While equipped: ----- def ----- Armour +10 Defense +8 (+2 eff.) Rng.Def +8 (+2 eff.) Fatigue +12% Resists +21% fire ---------- misc Talents +3 Block Handheld deflection devices. |
Deflector (22 def, 11 armour, 230 block)7.0 T4 shield armor [Unique] Steamtech While equipped: ----- def ----- Armour +11 Defense +22 (+5 eff.) Fatigue +8% Phys.save +20 (+7 eff.) ---------- misc Talents +4 Block Knocks melee attackers away. Distance scales with damage incoming. The front plate of this shield vibrates at all times, covering some strange assembly you can't quite make sense of. |
flaming stralite shield of mind resistance (+16%) (10 def, 2 armour, 142.5 block)7.0 T4 shield armor [Ego] Nature/Psionic While equipped: dps ---------- Melee+ 9 fire Melee Ret 15 fire ----- def ----- Armour +2 Defense +10 (+2 eff.) Rng.Def +10 (+2 eff.) Fatigue +14% Resists +16% mind ---------- misc Talents +4 Block Handheld deflection devices. |
stralite shield of mind resistance (+14%) (10 def, 2 armour, 138.5 block)7.0 T4 shield armor [Ego] Psionic While equipped: ----- def ----- Armour +2 Defense +10 (+2 eff.) Rng.Def +10 (+2 eff.) Fatigue +14% Resists +14% mind ---------- misc Talents +4 Block Handheld deflection devices. |
stralite shield of resilience (10 def, 2 armour, 137 block)7.0 T4 shield armor [Ego] Nature While equipped: ----- def ----- Armour +2 Defense +10 (+2 eff.) Rng.Def +10 (+2 eff.) Fatigue +14% Max.HP +70.00 ---------- misc Talents +4 Block Handheld deflection devices. |
Araldanor the voratun shield (12 def, 3 armour, 199 block)7.0 T5 shield armor [Random Unique] Arcane/Master While equipped: Stats +5 Dex +2 Wil dps ---------- S.pwr/crit +4 Melee+ 24 temporal Dmg.mod +9% temporal On Melee Ret: * 20% chance to daze at end of turn ----- def ----- Armour +3 Defense +12 (+3 eff.) Rng.Def +12 (+3 eff.) Fatigue +14% Resists +46% lightning +27% cold ---------- misc Talents +5 Block Handheld deflection devices. |
icy voratun shield of fire resistance (+26%) (12 def, 3 armour, 209.5 block)7.0 T5 shield armor [Ego] Nature/Master While equipped: dps ---------- Melee+ 8 cold Melee Ret 16 ice ----- def ----- Armour +3 Defense +12 (+3 eff.) Rng.Def +12 (+3 eff.) Fatigue +14% Resists +26% fire ---------- misc Talents +5 Block Handheld deflection devices. |
voratun shield of fire resistance (+27%) (12 def, 3 armour, 198.5 block)7.0 T5 shield armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +12 (+3 eff.) Rng.Def +12 (+3 eff.) Fatigue +14% Resists +27% fire ---------- misc Talents +5 Block Handheld deflection devices. |
voratun shield of purity (12 def, 3 armour, 181 block)7.0 T5 shield armor [Ego] Nature While equipped: ----- def ----- Armour +3 Defense +12 (+3 eff.) Rng.Def +12 (+3 eff.) Fatigue +14% Resists +17% nature +17% blight ---------- misc Talents +5 Block Handheld deflection devices. |
psion's linen robe (2 def, 0 armour)2.0 T1 cloth armor [Ego+] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+2 eff.) Dmg.mod +8% mind Res.pen +8% mind ----- def ----- Defense +2 (+0 eff.) ---------- misc Psi/turn +0.34 Max.psi +14.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Boltusher' (5 def, 0 armour)2.0 T2 cloth armor [Rare] Nature While equipped: dps ---------- Melee+ 24 lightning 41 acid Dmg.mod +14% nature +15% acid Res.pen +15% lightning Melee Ret 20 acid ----- def ----- Defense +5 (+1 eff.) Resists +21% nature +9% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe (7 def, 0 armour)2.0 T3 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +4 (+1 eff.) ----- def ----- Defense +7 (+1 eff.) Mind.save +24 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe of darkness (+19%) (7 def, 0 armour)2.0 T3 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +4 (+1 eff.) Dmg.mod +13% darkness ----- def ----- Defense +7 (+1 eff.) Resists +19% darkness Mind.save +20 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
serene cashmere robe of fire (+22%) (15 def, 0 armour)2.0 T3 cloth armor [Ego] Nature/Master While equipped: Stats +4 Wil dps ---------- Dmg.mod +15% fire ----- def ----- Defense +15 (+3 eff.) Resists +22% fire Mind.save +12 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven silk robe of frost (+22%) (10 def, 0 armour)2.0 T4 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +4 (+1 eff.) Dmg.mod +15% cold ----- def ----- Defense +10 (+2 eff.) Resists +22% cold Mind.save +19 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven silk robe of lightning (+22%) (10 def, 0 armour)2.0 T4 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +4 (+1 eff.) Dmg.mod +15% lightning ----- def ----- Defense +10 (+2 eff.) Resists +22% lightning Mind.save +25 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe 'Woebile' (14 def, 4 armour)2.0 T4 cloth armor [Rare] Master While equipped: Stats +2 Wil dps ---------- Melee+ 12 lightning 8 darkness Res.pen +20% darkness On Hit (Melee): * 31% chance to daze at end of turn ----- def ----- Armour +4 Defense +14 (+3 eff.) Phys.save +23 (+8 eff.) Mind.save +31 (+10 eff.) Stealth +10 ---------- misc Hate/m.crit +2.00 Hate/kill +6.00 Max.P.En +15.00 Max.N.En +15.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy silk robe (10 def, 0 armour)2.0 T4 cloth armor [Ego] Disrupt While equipped: dps ---------- On Melee Ret: * Slows global speed by 7% * 7 arcane resource burn ----- def ----- Defense +10 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy silk robe of protection (14 def, 4 armour)2.0 T4 cloth armor [Ego] Disrupt/Master While equipped: dps ---------- On Melee Ret: * Slows global speed by 7% * 5 arcane resource burn ----- def ----- Armour +4 Defense +14 (+3 eff.) Phys.save +22 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Crimson Robe (12 def, 0 armour)2.0 T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +9% Mind.pwr +20 (+5 eff.) Melee+ 35 mind 10% gloom effects Res.pen +20% all Melee Ret 35 mind 10% gloom effects ----- def ----- Defense +12 (+3 eff.) ---------- misc Psi/turn +0.20 Hate/m.crit +4.00 Psi/m.crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Slaughter +0.20 Cursed/Punishments +0.10 Psionic/Solipsism +0.20 Technique/Fading flourish On Mind Hit: 8% Agony 2 On Mind Hit: 8% Hateful Whisper 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
mindwoven elven-silk robe of nature (+24%) (12 def, 0 armour)2.0 T5 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +4 (+1 eff.) Dmg.mod +16% nature ----- def ----- Defense +12 (+3 eff.) Resists +24% nature Mind.save +24 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven elven-silk robe of the mountain (+17%) (12 def, 0 armour)2.0 T5 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +4 (+1 eff.) Dmg.mod +17% physical ----- def ----- Defense +12 (+3 eff.) Resists +17% physical Mind.save +28 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
serene elven-silk robe (27 def, 0 armour)2.0 T5 cloth armor [Ego] Master While equipped: Stats +4 Wil ----- def ----- Defense +27 (+6 eff.) Mind.save +16 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
serene elven-silk robe of frost (+24%) (30 def, 0 armour)2.0 T5 cloth armor [Ego] Nature/Master While equipped: Stats +5 Wil dps ---------- Dmg.mod +16% cold ----- def ----- Defense +30 (+7 eff.) Resists +24% cold Mind.save +13 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy elven-silk robe of fire (+21%) (12 def, 0 armour)2.0 T5 cloth armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +14% fire On Melee Ret: * Slows global speed by 7% * 8 arcane resource burn ----- def ----- Defense +12 (+3 eff.) Resists +21% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy elven-silk robe of protection (17 def, 4 armour)2.0 T5 cloth armor [Ego] Disrupt/Master While equipped: dps ---------- On Melee Ret: * Slows global speed by 6% * 7 arcane resource burn ----- def ----- Armour +4 Defense +17 (+4 eff.) Phys.save +24 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cured leather armour of stability (2 def, 4 armour)9.0 T2 light armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +7% Resists +7% physical Phys.save +13 (+4 eff.) A suit of armour made of leather. |
The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+3 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
hardened leather armour of alacrity (3 def, 6 armour)9.0 T3 light armor [Ego+] Master While equipped: dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% ----- def ----- Armour +6 Defense +3 (+0 eff.) Fatigue +8% A suit of armour made of leather. |
hardened leather armour of resilience (3 def, 6 armour)9.0 T3 light armor [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +3 (+0 eff.) Fatigue +8% Max.HP +31.00 A suit of armour made of leather. |
spiked hardened leather armour of acid resistance (3 def, 6 armour)9.0 T3 light armor [Ego] Master While equipped: dps ---------- Melee Ret 13 physical ----- def ----- Armour +6 Defense +3 (+0 eff.) Fatigue +8% Resists +20% acid A suit of armour made of leather. |
cleansing reinforced leather armour of resilience (4 def, 7 armour)9.0 T4 light armor [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +7 Defense +4 (+1 eff.) Fatigue +8% Resists +13% nature +17% blight Max.HP +40.00 A suit of armour made of leather. |
reinforced leather armour of cold resistance (4 def, 7 armour)9.0 T4 light armor [Ego] Master While equipped: ----- def ----- Armour +7 Defense +4 (+1 eff.) Fatigue +8% Resists +23% cold A suit of armour made of leather. |
spiked reinforced leather armour of acid resistance (4 def, 7 armour)9.0 T4 light armor [Ego] Master While equipped: dps ---------- Melee Ret 15 physical ----- def ----- Armour +7 Defense +4 (+1 eff.) Fatigue +8% Resists +23% acid A suit of armour made of leather. |
spiked reinforced leather armour of cold resistance (4 def, 7 armour)9.0 T4 light armor [Ego] Master While equipped: dps ---------- Melee Ret 14 physical ----- def ----- Armour +7 Defense +4 (+1 eff.) Fatigue +8% Resists +23% cold A suit of armour made of leather. |
spiked reinforced leather armour of cold resistance (4 def, 7 armour)9.0 T4 light armor [Ego] Master While equipped: dps ---------- Melee Ret 16 physical ----- def ----- Armour +7 Defense +4 (+1 eff.) Fatigue +8% Resists +23% cold A suit of armour made of leather. |
Chargebrawn the drakeskin leather armour (18 def, 17 armour)9.0 T5 light armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Cun +3 Wil dps ---------- Melee+ 19 acid 19 fire Dmg.mod +15% arcane +9% lightning Melee Ret 15 acid 16 fire On Hit (Melee): * 31% chance to daze at end of turn ----- def ----- Armour +17 Defense +18 (+4 eff.) Fatigue +8% Resists +29% acid +27% cold +25% fire Mind.save +21 (+7 eff.) A suit of armour made of leather. |
Death's Embrace (18 def, 18 armour)9.0 T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Mag +5 Cun dps ---------- Crit.mult +20.00% Spell.pwr +10 (+3 eff.) Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+4 eff.) Resists +30% temporal +30% darkness +30% cold Stealth +10 ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Shades +0.10 Cunning/Stealth Turn yourself invisible (power 46, based on Cunning and Magic) for 10 turns. Uses 30 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
cleansing drakeskin leather armour (5 def, 8 armour)9.0 T5 light armor [Ego] Disrupt While equipped: ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +8% Resists +16% nature +20% blight A suit of armour made of leather. |
cleansing drakeskin leather armour of clarity (5 def, 8 armour)9.0 T5 light armor [Ego] Disrupt/Psionic While equipped: ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +8% Resists +16% blight +17% nature +8% mind Mind.save +25 (+8 eff.) A suit of armour made of leather. |
cleansing drakeskin leather armour of fire resistance (5 def, 8 armour)9.0 T5 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +8% Resists +16% blight +23% fire +17% nature A suit of armour made of leather. |
cleansing drakeskin leather armour of resilience (5 def, 8 armour)9.0 T5 light armor [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +8% Resists +16% nature +15% blight Max.HP +39.00 A suit of armour made of leather. |
drakeskin leather armour of Eyal (5 def, 8 armour)9.0 T5 light armor [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +8% Max.HP +74.00 HP.reg +2.70 Heal.mod +21% A suit of armour made of leather. |
drakeskin leather armour of clarity (5 def, 8 armour)9.0 T5 light armor [Ego] Psionic While equipped: ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +8% Resists +8% mind Mind.save +22 (+7 eff.) A suit of armour made of leather. |
drakeskin leather armour of fire resistance (5 def, 8 armour)9.0 T5 light armor [Ego] Master While equipped: ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +8% Resists +20% fire A suit of armour made of leather. |
drakeskin leather armour of lightning resistance (5 def, 8 armour)9.0 T5 light armor [Ego] Master While equipped: ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +8% Resists +25% lightning A suit of armour made of leather. |
drakeskin leather armour of stability (5 def, 8 armour)9.0 T5 light armor [Ego] Master While equipped: ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +8% Resists +10% physical Phys.save +18 (+6 eff.) A suit of armour made of leather. |
rejuvenating drakeskin leather armour (5 def, 8 armour)9.0 T5 light armor [Ego] Nature While equipped: ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +8% HP.reg +4.40 ---------- misc Stam/turn +1.70 A suit of armour made of leather. |
spiked drakeskin leather armour (5 def, 8 armour)9.0 T5 light armor [Ego] Master While equipped: dps ---------- Melee Ret 18 physical ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +8% A suit of armour made of leather. |
spiked drakeskin leather armour (5 def, 8 armour)9.0 T5 light armor [Ego] Master While equipped: dps ---------- Melee Ret 16 physical ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +8% A suit of armour made of leather. |
impenetrable iron mail armour of lightning resistance (2 def, 12 armour)14.0 T1 heavy armor [Ego] Master While equipped: ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +12% Resists +17% lightning A suit of armour made of mail. |
Scaldkarma (2 def, 6 armour)14.0 T2 heavy armor [Rare] Disrupt While equipped: dps ---------- Melee+ 8 darkness 20 fire Res.pen +10% darkness +25% fire On Hit (Melee): * 31% chance to inflict 15% damage reduction ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +14% Resists +13% blight +21% fire +14% nature D.Red.from +7% Unnatural A suit of armour made of mail. |
steel mail armour of cold resistance (2 def, 6 armour)14.0 T2 heavy armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +14% Resists +21% cold A suit of armour made of mail. |
cleansing dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor [Ego] Disrupt While equipped: ----- def ----- Armour +8 Defense +3 (+0 eff.) Fatigue +16% Resists +13% nature +12% blight A suit of armour made of mail. |
radiant dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor [Ego+] Nature While equipped: Stats +4 Wil dps ---------- Melee Ret 7 light ----- def ----- Armour +8 Defense +3 (+0 eff.) Fatigue +16% Resists +17% blight +22% darkness ---------- misc Light +1 A suit of armour made of mail. |
cleansing stralite mail armour (4 def, 8 armour)14.0 T4 heavy armor [Ego] Disrupt While equipped: ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +16% Resists +16% nature +15% blight A suit of armour made of mail. |
rejuvenating stralite mail armour of clarity (4 def, 8 armour)14.0 T4 heavy armor [Ego] Nature/Psionic While equipped: ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +16% Resists +8% mind Mind.save +18 (+6 eff.) HP.reg +5.50 ---------- misc Stam/turn +1.30 A suit of armour made of mail. |
spiked stralite mail armour of acid resistance (4 def, 8 armour)14.0 T4 heavy armor [Ego] Master While equipped: dps ---------- Melee Ret 18 physical ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +16% Resists +24% acid A suit of armour made of mail. |
spiked stralite mail armour of cold resistance (4 def, 8 armour)14.0 T4 heavy armor [Ego] Master While equipped: dps ---------- Melee Ret 15 physical ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +16% Resists +23% cold A suit of armour made of mail. |
spiked stralite mail armour of fire resistance (4 def, 8 armour)14.0 T4 heavy armor [Ego] Master While equipped: dps ---------- Melee Ret 15 physical ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +16% Resists +22% fire A suit of armour made of mail. |
Chalaharahad the voratun mail armour (5 def, 10 armour)14.0 T5 heavy armor [Random Unique] Nature/Master While equipped: Stats +9 Str dps ---------- Dmg.mod +3% blight +6% mind Res.pen +20% blight ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +16% Resists +10% physical +20% darkness +9% blight +28% cold +3% mind +3% arcane Max.HP +70.00 HP.reg +4.00 Heal.mod +30% ---------- misc Light +1 Track: Puts all charms on 18 cooldown Level 2.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
cleansing voratun mail armour (5 def, 10 armour)14.0 T5 heavy armor [Ego] Disrupt While equipped: ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +16% Resists +15% nature +15% blight A suit of armour made of mail. |
cleansing voratun mail armour (5 def, 10 armour)14.0 T5 heavy armor [Ego] Disrupt While equipped: ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +16% Resists +14% nature +15% blight A suit of armour made of mail. |
impenetrable voratun mail armour of cold resistance (5 def, 23 armour)14.0 T5 heavy armor [Ego] Master While equipped: ----- def ----- Armour +23 Defense +5 (+1 eff.) Fatigue +16% Resists +22% cold A suit of armour made of mail. |
rejuvenating voratun mail armour of cold resistance (5 def, 10 armour)14.0 T5 heavy armor [Ego] Nature/Master While equipped: ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +16% Resists +27% cold HP.reg +5.40 ---------- misc Stam/turn +2.50 A suit of armour made of mail. |
spiked voratun mail armour (5 def, 10 armour)14.0 T5 heavy armor [Ego] Master While equipped: dps ---------- Melee Ret 14 physical ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +16% A suit of armour made of mail. |
spiked voratun mail armour of lightning resistance (5 def, 10 armour)14.0 T5 heavy armor [Ego] Master While equipped: dps ---------- Melee Ret 16 physical ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +16% Resists +30% lightning A suit of armour made of mail. |
voratun mail armour of acid resistance (5 def, 10 armour)14.0 T5 heavy armor [Ego] Master While equipped: ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +16% Resists +19% acid A suit of armour made of mail. |
voratun mail armour of lightning resistance (5 def, 10 armour)14.0 T5 heavy armor [Ego] Master While equipped: ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +16% Resists +23% lightning A suit of armour made of mail. |
iron plate armour 'Unlightpride' (3 def, 7 armour)17.0 T1 massive armor [Rare] Master While equipped: dps ---------- Mind.crit +1% Dmg.mod +9% mind Res.pen +15% mind ----- def ----- Armour +7 Defense +3 (+0 eff.) Fatigue +20% Resists +18% acid +9% lightning Dmg.red +5 all Stealth +20 ---------- misc Psi/kill +6.00 Max.psi +51.00 A suit of armour made of metal plates. |
spiked steel plate armour of lightning resistance (4 def, 9 armour)17.0 T2 massive armor [Ego] Master While equipped: dps ---------- Melee Ret 12 physical ----- def ----- Armour +9 Defense +4 (+1 eff.) Fatigue +22% Resists +19% lightning A suit of armour made of metal plates. |
impenetrable stralite plate armour (7 def, 23 armour)17.0 T4 massive armor [Ego] Master While equipped: ----- def ----- Armour +23 Defense +7 (+1 eff.) Fatigue +26% A suit of armour made of metal plates. |
impenetrable stralite plate armour (7 def, 27 armour)17.0 T4 massive armor [Ego] Master While equipped: ----- def ----- Armour +27 Defense +7 (+1 eff.) Fatigue +26% A suit of armour made of metal plates. |
spiked stralite plate armour of clarity (7 def, 13 armour)17.0 T4 massive armor [Ego] Master/Psionic While equipped: dps ---------- Melee Ret 16 physical ----- def ----- Armour +13 Defense +7 (+1 eff.) Fatigue +26% Resists +8% mind Mind.save +17 (+5 eff.) A suit of armour made of metal plates. |
Betinn (19 def, 53 armour)17.0 T5 massive armor [Random Unique] Master/Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +6% mind Res.pen +15% mind ----- def ----- Armour +53 Hardiness +10% Defense +19 (+4 eff.) Fatigue +26% Resists +12% acid +9% physical +11% cold +12% lightning +13% fire Spell.save +6 (+1 eff.) Mind.save +36 (+11 eff.) A suit of armour made of metal plates. |
Plate of the Blackened Mind (15 def, 40 armour)17.0 T5 massive armor [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Mind.pwr +10 (+3 eff.) On Melee Ret: * 20% chance to cause random gloom ----- def ----- Armour +40 Defense +15 (+3 eff.) Fatigue +17% Resists +15% acid +15% light +20% blight +25% mind +20% darkness Phys.save +15 (+5 eff.) Mind.save +25 (+8 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +4 Masteries +0.20 Cursed/Gloom Dominate: Level 2.0 Pwr.cost 9 out of 25/25. Range 2 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 15 Armour, 22 Defense and your attacks will gain 45% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Pitchnull the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Melee+ 12 mind On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +9% darkness HP.reg +0.90 Heal.mod +12% A belt that goes around your waist. |
Nereldabreth1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Con dps ---------- Crit.mult +3.00% Melee+ 8 acid Apr +1 On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +6% fire +8% cold HP.reg +0.20 A belt that goes around your waist. |
hardened leather belt of carrying1.0 T3 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -6% ---------- misc Max.enc +34 A belt that goes around your waist. |
nightruned hardened leather belt of the mystic1.0 T3 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +8 (+2 eff.) ----- def ----- Resists +8% light +10% darkness Mind.save +10 (+3 eff.) A belt that goes around your waist. |
Arcwrither1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Str +6 Dex +6 Cun +5 Con +10 Lck dps ---------- Phys.pwr +10 (+2 eff.) Melee+ 16 lightning ----- def ----- Resists +12% fire +6% darkness +12% cold Phys.save +22 (+7 eff.) Spell.save +31 (+8 eff.) Stealth +11 Silence- +10% Confus- +5% Knockbk- +5% ---------- misc T.Disarm +22 Infravis +6 Size +1 A belt that goes around your waist. |
Ulfudunadas the drakeskin leather belt1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +6 Dex +3 Mag +6 Cun +10 Lck dps ---------- Spell.pwr +2 (+1 eff.) On Hit (Melee): * 20% chance to disease ----- def ----- Armour +13 Defense +15 (+3 eff.) Resists +3% blight +15% light +14% darkness Phys.save +17 (+6 eff.) Stealth +15 ---------- misc T.Disarm +26 Max.P.En +10.00 Max.N.En +10.00 Infravis +4 A belt that goes around your waist. |
Arthidethel the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +5 Str +2 Cun ----- def ----- Defense +1 (+0 eff.) Resists +27% blight +6% acid +9% darkness +12% nature Mind.save +9 (+3 eff.) HP.reg +1.40 Heal.mod +14% Blind- +20% Stun/Frz- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Offaldare (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +1 Dex dps ---------- Crit.mult +10.00% Melee+ 12 mind Melee Ret 4 nature ----- def ----- Defense +1 (+0 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eilinilaith the Shineripper (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +3 Wil dps ---------- Mind.pwr +4 (+1 eff.) On Hit (Melee): * 30% chance to blind ----- def ----- Defense +2 (+0 eff.) Resists +6% arcane +24% cold +15% darkness +6% temporal Phys.save +11 (+4 eff.) Spell.save +12 (+3 eff.) Mind.save +11 (+3 eff.) Die.at -50.00 life ---------- misc Telepathy Demon/Minor Demon/Major A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Khelurig (21 def, 6 armour)2.0 T3 cloak armor [Rare] Master While equipped: ----- def ----- Armour +6 Defense +21 (+5 eff.) Rng.Def +9 (+2 eff.) Resists +6% cold +4% physical +6% temporal Phys.save +9 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of Eldoral (2 def, 0 armour)2.0 T3 cloak armor [Ego] Master While equipped: Stats +1 Cun +3 Dex ----- def ----- Defense +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping cashmere cloak (11 def, 0 armour)2.0 T3 cloak armor [Ego] Master While equipped: ----- def ----- Defense +11 (+2 eff.) Phys.save +8 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping cashmere cloak of Eldoral (11 def, 0 armour)2.0 T3 cloak armor [Ego] Master While equipped: Stats +3 Cun +3 Dex ----- def ----- Defense +11 (+2 eff.) Phys.save +11 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Jetpack (10 def, 0 armour)2.0 T5 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) Mov.spd +10% ----- def ----- Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) ---------- misc Talents +1 Rocket Dash Avoid Pressure Traps Finally. |
Duravor the Airstrider (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Con dps ---------- Melee+ 16 lightning Res.pen +25% acid Melee Ret 4 acid ----- def ----- Armour +1 Fatigue +1% Phys.save +12 (+4 eff.) Mind.save +11 (+3 eff.) A pair of boots made of leather. |
Eremychik the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Melee+ 16 temporal Dmg.mod +24% temporal ----- def ----- Armour +1 Fatigue +1% Resists +12% temporal Rush: Puts all charms on 15 cooldown Level 1.3 Pwr.cost 15 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Ivanor the Flashspiker (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Melee+ 16 mind Dmg.mod +6% light Res.pen +5% light Melee Ret 4 mind On Hit (Melee): * 30% chance to blind ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +7% cold A pair of boots made of leather. |
traveler's pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue -5% Phys.save +7 (+2 eff.) ---------- misc Max.enc +22 A pair of boots made of leather. |
insulating pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +10% fire +8% cold ---------- misc Stam/turn +0.80 Max.stam +25.00 A pair of boots made of leather. |
insulating pair of hardened leather boots of uncanny dodging (5 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +5 (+1 eff.) Rng.Def +4 (+1 eff.) Fatigue +3% Resists +9% fire +8% cold A pair of boots made of leather. |
pair of hardened leather boots of uncanny dodging (5 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +5 (+1 eff.) Rng.Def +5 (+1 eff.) Fatigue +3% A pair of boots made of leather. |
Aerossra the Dazzlewrest (0 def, 14 armour)2.0 T5 feet armor [Random Unique] Master While equipped: Stats +5 Cun +6 Con dps ---------- Spell.pwr +2 (+1 eff.) On Hit (Melee): * 15% chance to blind ----- def ----- Armour +14 Fatigue -4% Resists +3% light Phys.save +31 (+10 eff.) Spell.save +30 (+7 eff.) Mind.save +22 (+7 eff.) ---------- misc Max.enc +27 Mana/turn +0.16 Max.P.En +10.00 Max.N.En +10.00 Infravis +2 A pair of boots made of leather. |
grounding pair of drakeskin leather boots (0 def, 5 armour)2.0 T5 feet armor [Ego] Nature While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +10% lightning +10% temporal A pair of boots made of leather. |
pair of drakeskin leather boots of disengagement (0 def, 5 armour)2.0 T5 feet armor [Ego+] Master While equipped: Stats +3 Cun +3 Dex ----- def ----- Armour +5 Fatigue +5% Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 78% 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. A pair of boots made of leather. |
pair of drakeskin leather boots of uncanny dodging (7 def, 5 armour)2.0 T5 feet armor [Ego] Master While equipped: ----- def ----- Armour +5 Defense +7 (+1 eff.) Rng.Def +7 (+1 eff.) Fatigue +5% A pair of boots made of leather. |
insulating pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% fire +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of dwarven-steel boots (0 def, 11 armour)3.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +11 Fatigue +3% ---------- misc Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of dwarven-steel boots (0 def, 11 armour)3.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +11 Fatigue +3% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of dwarven-steel boots of uncanny dodging (5 def, 11 armour)3.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +11 Defense +5 (+1 eff.) Rng.Def +5 (+1 eff.) Fatigue +3% ---------- misc Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Ce'Nilethra' (0 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: Stats +2 Con dps ---------- Mov.spd +10% ----- def ----- Armour +4 Fatigue +3% Resists +15% cold ---------- misc Stam/turn +0.80 Max.stam +20.00 Light +2 See.Invis +9 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots of uncanny dodging (7 def, 4 armour)3.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +7 (+1 eff.) Rng.Def +7 (+1 eff.) Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of dwarven-steel boots of uncanny dodging (5 def, 4 armour)3.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +5 (+1 eff.) Rng.Def +6 (+1 eff.) Fatigue -4% Phys.save +10 (+3 eff.) ---------- misc Max.enc +36 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of voratun boots of tirelessness (0 def, 5 armour)3.0 T5 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +5 Fatigue +4% Resists +8% lightning +11% temporal ---------- misc Stam/turn +0.90 Max.stam +21.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of voratun boots (0 def, 5 armour)3.0 T5 feet armor [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue -5% Phys.save +8 (+3 eff.) ---------- misc Max.enc +32 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Flamespit: Level 3.0 Pwr.cost 5 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 101.91 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. |
storm rough leather gloves of strength (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+2 eff.) Melee+ 6 lightning Dmg.mod +5% lightning ----- def ----- Armour +1 Resists +6% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
corrosive hardened leather gloves (0 def, 2 armour)1.0 T3 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 9 acid Dmg.mod +6% acid ----- def ----- Armour +2 Resists +7% acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
corrosive hardened leather gloves of strength (+4) (0 def, 2 armour)1.0 T3 hands armor [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +9 (+2 eff.) Melee+ 9 acid Dmg.mod +5% acid ----- def ----- Armour +2 Resists +7% acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
restful hardened leather gloves of strength (+4) (0 def, 2 armour)1.0 T3 hands armor [Ego] Master/Psionic While equipped: Stats +4 Str dps ---------- Phys.pwr +12 (+2 eff.) ----- def ----- Armour +2 HP.reg +2.10 ---------- misc Stam/turn +1.20 Max.stam +13.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm hardened leather gloves of strength (+4) (0 def, 2 armour)1.0 T3 hands armor [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +14 (+3 eff.) Melee+ 11 lightning Dmg.mod +6% lightning ----- def ----- Armour +2 Resists +7% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
temporal hardened leather gloves (0 def, 2 armour)1.0 T3 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 12 temporal Ranged+ 8 temporal Dmg.mod +8% temporal ----- def ----- Armour +2 Resists +6% temporal Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
naturalist's drakeskin leather gloves (0 def, 3 armour)1.0 T5 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 15 nature Dmg.mod +9% nature ----- def ----- Armour +3 Resists +9% nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
naturalist's drakeskin leather gloves (0 def, 3 armour)1.0 T5 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 10 nature Dmg.mod +11% nature ----- def ----- Armour +3 Resists +8% nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand drakeskin leather gloves of strength (+6) (0 def, 10 armour)1.0 T5 hands armor [Ego] Nature/Master While equipped: Stats +6 Str dps ---------- Phys.pwr +12 (+2 eff.) Melee+ 11 physical Dmg.mod +4% physical ----- def ----- Armour +10 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady drakeskin leather gloves (0 def, 3 armour)1.0 T5 hands armor [Ego] Psionic While equipped: dps ---------- Acc +8 (+3 eff.) ----- def ----- Armour +3 Phys.save +9 (+3 eff.) Mind.save +8 (+2 eff.) Disarm- +49% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Storm Bringer's Gauntlets (0 def, 3 armour)1.5 T3 hands armor [Unique] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Dmg.mod +10% lightning ----- def ----- Armour +3 Resists +15% lightning Res.Cap +5% lightning Chain Lightning: Level 3.0 Pwr.cost 10 out of 16/16. Range 10 Travel.spd instantaneous Is a spell Description: Invokes a forking beam of lightning doing 64.34 to 193.01 damage and forking to another target. It can hit up to 6 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. 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. |
corrosive dwarven-steel gauntlets (0 def, 2 armour)1.5 T3 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 7 acid Dmg.mod +5% acid ----- def ----- Armour +2 Resists +8% acid Metal gloves protecting the hands up to the middle of the lower arm. |
steady dwarven-steel gauntlets of magic (+4) (0 def, 2 armour)1.5 T3 hands armor [Ego] Arcane/Psionic While equipped: Stats +4 Mag dps ---------- Dmg.mod +6% arcane Acc +7 (+2 eff.) ----- def ----- Armour +2 Phys.save +7 (+2 eff.) Mind.save +7 (+2 eff.) Disarm- +31% Metal gloves protecting the hands up to the middle of the lower arm. |
Steam Powered Gauntlets (0 def, 12 armour)1.5 T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Gauntlets. But with steam power! |
restful voratun gauntlets (0 def, 3 armour)1.5 T5 hands armor [Ego] Psionic While equipped: ----- def ----- Armour +3 HP.reg +1.50 ---------- misc Stam/turn +1.40 Max.stam +21.00 Metal gloves protecting the hands up to the middle of the lower arm. |
sand voratun gauntlets of strength (+6) (0 def, 11 armour)1.5 T5 hands armor [Ego] Nature/Master While equipped: Stats +6 Str dps ---------- Phys.pwr +14 (+3 eff.) Melee+ 11 physical Dmg.mod +7% physical ----- def ----- Armour +11 Metal gloves protecting the hands up to the middle of the lower arm. |
storm voratun gauntlets of strength (+5) (0 def, 3 armour)1.5 T5 hands armor [Ego] Nature/Master While equipped: Stats +5 Str dps ---------- Phys.pwr +7 (+1 eff.) Melee+ 10 lightning Dmg.mod +7% lightning ----- def ----- Armour +3 Resists +8% lightning Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Ivurenn' (6 def, 3 armour)1.5 T5 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +1 Str +11 Mag +5 Wil +6 Cun dps ---------- Melee+ 10 acid 7 fire 9 cold 8 lightning Dmg.mod +4% arcane Acc +13 (+4 eff.) ----- def ----- Armour +3 Defense +6 (+1 eff.) Rng.Def +6 (+1 eff.) Resists +3% blight +3% physical +13% darkness ---------- misc Infravis +4 Track: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Tarrolach' (0 def, 3 armour)1.5 T5 hands armor [Random Unique] Arcane/Master While equipped: Stats +7 Dex +4 Mag +5 Wil +7 Cun dps ---------- Melee+ 9 acid 27 blight 10 fire 10 lightning 8 cold Dmg.mod +9% blight Acc +9 (+3 eff.) Apr +15 ----- def ----- Armour +3 Resists +13% blight +3% mind Steady Shot: Puts all charms on 12 cooldown Level 3.9 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 171% damage with a 28% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets of dexterity (+3) (0 def, 3 armour)1.5 T5 hands armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +16 (+5 eff.) ----- def ----- Armour +3 Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets of strength (+4) (0 def, 3 armour)1.5 T5 hands armor [Ego] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +19 (+4 eff.) ----- def ----- Armour +3 Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets of strength (+5) (0 def, 3 armour)1.5 T5 hands armor [Ego] Master While equipped: Stats +5 Str dps ---------- Phys.pwr +18 (+4 eff.) ----- def ----- Armour +3 Metal gloves protecting the hands up to the middle of the lower arm. |
cleansing rough leather hat of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Disrupt/Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +7% nature +7% blight A hat made of leather. Very stylish. |
clarifying cashmere wizard hat of lightning (+19%) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature/Psionic While equipped: Stats +5 Cun dps ---------- Dmg.mod +13% lightning ----- def ----- Defense +2 (+0 eff.) Resists +19% lightning Mind.save +11 (+3 eff.) A pointy cloth hat, very wizardly... |
cleansing cashmere wizard hat of nature (+32%) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +15% nature ----- def ----- Defense +2 (+0 eff.) Resists +32% nature +9% blight A pointy cloth hat, very wizardly... |
hardened leather hat of fortune (0 def, 3 armour)2.0 T3 head armor [Ego+] Nature While equipped: Stats +10 Lck dps ---------- Phys.crit +4.0% Spell.crit +5% Mind.crit +5% ----- def ----- Armour +3 Fatigue +3% A hat made of leather. Very stylish. |
stabilizing hardened leather hat of constitution (+6) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +6 Con ----- def ----- Armour +3 Fatigue +3% Phys.save +19 (+6 eff.) A hat made of leather. Very stylish. |
Eastern Wood Hat (15 def, 0 armour)2.0 T5 head armor [Unique] Master While equipped: Stats +12 Cun +18 Dex dps ---------- Phys.crit +10.0% Steam.crit +15% Dmg.mod +10% physical Res.pen +15% physical Acc +40 (+11 eff.) Apr +15 ----- def ----- Defense +15 (+3 eff.) Blind- +100% ---------- misc Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
drakeskin leather hat 'Zeleg' (0 def, 5 armour)2.0 T5 head armor [Random Unique] Master While equipped: Stats +3 Str +13 Wil +5 Con dps ---------- Phys.pwr +6 (+1 eff.) Melee+ 12 acid Res.pen +5% arcane Melee Ret 4 arcane On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Fatigue +5% Resists +22% blight +9% temporal +3% arcane Mind.save +24 (+8 eff.) A hat made of leather. Very stylish. |
stabilizing rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Phys.save +12 (+4 eff.) A cap made of leather. |
Hat of Arcane Understanding (2 def, 0 armour)2.0 T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: ----- def ----- Defense +2 (+0 eff.) Resists +20% arcane ---------- misc Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
Malusadin the Blindreek (0 def, 3 armour)2.0 T3 head armor [Rare] Disrupt While equipped: dps ---------- Melee+ 16 light ----- def ----- Armour +3 Hardiness +25% Fatigue +3% Resists +11% blight +9% fire +11% nature +15% acid Poison- +10% Confus- +25% A cap made of leather. |
insulating hardened leather cap of strength (+6) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +6 Str ----- def ----- Armour +3 Fatigue +3% Resists +11% fire +10% cold A cap made of leather. |
Silorin the Cloudvein (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Mind.crit +4% Melee+ 12 lightning Dmg.mod +6% mind Melee Ret 12 mind ----- def ----- Armour +3 Fatigue +5% Resists +15% darkness Spell.save +20 (+5 eff.) Mind.save +6 (+2 eff.) ---------- misc Psi/ret +0.12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crown of Command (3 def, 6 armour)3.0 T3 head armor [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +6 Defense +3 (+0 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Technique/Field control Indomitable: (Instant) Level 1.0 Pwr.cost 36 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
cleansing dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor [Ego] Disrupt While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +8% nature +10% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm of absorption (0 def, 4 armour)3.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Armour +4 Fatigue +4% ---------- misc Stam/ret +1.70 Equi/ret +1.70 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm of dexterity (+3) (0 def, 4 armour)3.0 T3 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Dragonskull Helm (0 def, 2 armour)3.0 T5 head armor [Unique] Master While equipped: ----- def ----- Armour +2 Fatigue +12% Resists +15% acid +15% fire +15% cold +15% lightning Phys.save +12 (+4 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+4 eff.) ---------- misc Telepathy Dragon Traces of a dragon's power still remain in this bleached and cracked skull. |
Glarezephyr the voratun helm (0 def, 5 armour)3.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +9 Str +13 Wil dps ---------- Mind.crit +3% Phys.pwr +11 (+2 eff.) Mind.pwr +2 (+1 eff.) On Hit (Melee): * 30% chance to blind ----- def ----- Armour +5 Fatigue +5% Resists +12% acid +10% physical +15% cold +9% fire +13% lightning Phys.save +13 (+4 eff.) Mind.save +14 (+4 eff.) ---------- misc Equi/ret +0.08 Max.P.En +5.00 Max.N.En +5.00 Light +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Hettykath the Glintsnake (7 def, 13 armour)3.0 T5 head armor [Random Unique] Arcane/Master While equipped: Stats +9 Str dps ---------- Apr +3 ----- def ----- Armour +13 Defense +7 (+1 eff.) Fatigue +5% Resists +15% blight +15% darkness +6% all Phys.save +21 (+7 eff.) Spell.save +9 (+2 eff.) Mind.save +15 (+5 eff.) Heal.mod +10% ---------- misc Light +3 Circle of Sanctity: (Instant) Puts all charms on 18 cooldown Level 2.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 5 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Prismtaint (0 def, 5 armour)3.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +12 Str +14 Dex +5 Cun +4 Con dps ---------- Melee+ 4 blight Res.pen +15% blight +15% light Melee Ret 8 blight ----- def ----- Armour +5 Fatigue +5% Resists +13% fire -22% light +15% cold HP.reg +5.60 ---------- misc Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
catburglar's voratun helm (0 def, 5 armour)3.0 T5 head armor [Ego+] Master While equipped: Stats +9 Dex ----- def ----- Armour +5 Fatigue +5% Resists +18% darkness ---------- misc Infravis +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
9 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
14 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
7 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli0.0 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.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye0.0 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. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 18 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Windborne Azurite0.0 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. |
Petrified Wood0.0 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. |
353 alchemist agate0.0 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. |
alchemist's lamp of health1.0 T3 lite [Ego] Nature While equipped: ----- def ----- Max.HP +61.00 ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 48 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
iron pickaxe 'Demonlash' (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Cun dps ---------- Melee+ 36 darkness Dmg.mod +12% acid +12% fire +6% darkness Res.pen +25% darkness Acc +5 (+2 eff.) ----- def ----- Resists +12% fire ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Treetrail (dig speed 23 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Melee+ 8 nature 12 mind Dmg.mod +15% nature Melee Ret 8 mind 16 nature ----- def ----- Resists +12% mind +12% nature ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig On Nature Hit: 5% Flamespit 1 Allows you to dig a wall, remove a tree, create ways. |
Stimulus2.0 T4 injector tool [Unique] Steamtech While equipped: Stats +5 Cun ----- def ----- Defense +12 (+3 eff.) Phys.save +15 (+5 eff.) Spell.save +15 (+4 eff.) Mind.save +15 (+5 eff.) Inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack. Uses 3 power out of 20/20 Activation is instant. This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as 'invigorating' and 'increasing the combat potency.' |
Shard of Crystalized Time2.0 T1 misc tool [Unique] Arcane While equipped: Stats +4 Wil +2 Con dps ---------- Dmg.mod +7% temporal ----- def ----- Defense +5 (+1 eff.) Anom.red +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Communication0.0 orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 1/1 This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 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. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (5/5)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 664.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 15 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
quick stralite torque of mindblast [power 209] (3 cooldown)2.0 T4 torque charm [Ego] Psionic Fire a blast of psionic energies in a range 9 beam dealing 104.50 to 209.00 mind damage Puts all charms on 3 cooldown Torques are made by powerful psionics to store psionic powers. |
voratun torque of thermal psionic shield 'Umbrawisp' [power 155] (12 cooldown)2.0 T5 torque charm [Random Unique] Psionic While equipped: Stats +2 Mag +1 Wil +3 Cun dps ---------- Dmg.mod +2% all On Hit (Melee): * 15% chance to inflict 15% damage reduction * 20% chance to disease ---------- misc See.Invis +6 Wards +2 physical +4 mind +4 darkness Talents +1 Ward Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 155 for 7 turns Puts all charms on 12 cooldown 100% to regenerate 11 psi. Torques are made by powerful psionics to store psionic powers. |
Brightsin the yew totem of thorny skin [power 50] (12 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +10 Cun +3 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) ----- def ----- Resists +9% fire ---------- misc Equi/ret +0.20 Hate/m.crit +5.00 Psi/kill +6.00 Talents +1 Invoke Tentacle Cooldown Invoke Tentacle +5 Harden the skin for 7 turns increasing armour by 50 and armour hardiness by 50% Puts all charms on 12 cooldown Natural totems are made by powerful wilders to store nature power. |
Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 6 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
Xerelle the Swampmoon [power 4] (6 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Melee+ 12 nature Res.pen +5% nature ----- def ----- Resists +6% temporal Anom.red +30 ---------- misc Talents +1 Invoke Tentacle +4 Lay Web Cooldown Invoke Tentacle +5 Lay Web -1 On Nature Hit: 5% Poisonous Spores 1 Remove up to 4 poisons or diseases from a target within range 9 (based on Willpower) Puts all charms on 6 cooldown Natural totems are made by powerful wilders to store nature power. |
elven-wood wand of firewall 'Ivussra' [power 281] (4 cooldown)2.0 T4 wand charm [Rare] Arcane While equipped: Stats +5 Dex dps ---------- Res.pen +15% acid On Hit (Melee): * 31% chance to corrode armour by 30% ----- def ----- Armour +12 Resists +15% acid ---------- misc Max.stam +35.00 Creates a wall of flames lasting 4 turns (dealing 392 fire damage overall) Puts all charms on 4 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Olidegen the dragonbone wand of firewall [power 257] (4 cooldown)2.0 T5 wand charm [Random Unique] Arcane While equipped: dps ---------- Crit.mult +5.00% ----- def ----- Armour +2 Phys.save +31 (+10 eff.) Mind.save +3 (+1 eff.) Heal/summ +10 ---------- misc Stam/turn +0.20 Psi/kill +4.00 Telepathy Demon/Minor Demon/Major Talents +10 Volcano Cooldown Volcano -4 Creates a wall of flames lasting 4 turns (dealing 358 fire damage overall) Puts all charms on 4 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Paradox Mage the Shalore Paradox Mage level 30
79th Haze 122nd year of Ascendancy at 01:07 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Paradox Mage the Shalore Paradox Mage level 38
53rd Pyre 123rd year of Ascendancy at 17:51 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Paradox Mage the Shalore Paradox Mage level 30
75th Haze 122nd year of Ascendancy at 22:46 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Paradox Mage the Shalore Paradox Mage level 47
62nd Dusk 123rd year of Ascendancy at 17:15 see stats
Are you out of your mind?! (Nightmare (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Paradox Mage the Shalore Paradox Mage level 34
50th Pyre 123rd year of Ascendancy at 13:32 see stats
Best album ever! (Nightmare (Adventure) difficulty)
Removed 89 beneficial effects from enemies via Disintegration.By Paradox Mage the Shalore Paradox Mage level 23
39th Haze 122nd year of Ascendancy at 08:15 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Paradox Mage the Shalore Paradox Mage level 34
38th Pyre 123rd year of Ascendancy at 19:20 see stats
Clone War (Nightmare (Adventure) difficulty)
Destroyed your own Shade.By Paradox Mage the Shalore Paradox Mage level 39
79th Pyre 123rd year of Ascendancy at 23:56 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Paradox Mage the Shalore Paradox Mage level 30
4th Allure 123rd year of Ascendancy at 05:39 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Paradox Mage the Shalore Paradox Mage level 33
73rd Regrowth 123rd year of Ascendancy at 12:17 see stats
Don't mind the slimy smell (Nightmare (Adventure) difficulty)
Have 400 walls on the sludgenest turn into hostile creatures.By Paradox Mage the Shalore Paradox Mage level 49
8th Haze 123rd year of Ascendancy at 06:45 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Paradox Mage the Shalore Paradox Mage level 32
72nd Regrowth 123rd year of Ascendancy at 09:12 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Paradox Mage the Shalore Paradox Mage level 16
18th Dusk 122nd year of Ascendancy at 03:07 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Paradox Mage the Shalore Paradox Mage level 46
16th Dusk 123rd year of Ascendancy at 16:31 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Paradox Mage the Shalore Paradox Mage level 14
1st Flare 122nd year of Ascendancy at 17:36 see stats
I cleared the room of death and all I got was this lousy achievement! (Nightmare (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Paradox Mage the Shalore Paradox Mage level 36
51st Pyre 123rd year of Ascendancy at 10:38 see stats
Invasion from the Depths (Nightmare (Adventure) difficulty)
Stopped a naga invasion by closing their portal.By Paradox Mage the Shalore Paradox Mage level 38
52nd Pyre 123rd year of Ascendancy at 21:45 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Paradox Mage the Shalore Paradox Mage level 10
5th Mirth 122nd year of Ascendancy at 17:27 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Paradox Mage the Shalore Paradox Mage level 20
68th Dusk 122nd year of Ascendancy at 12:16 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Paradox Mage the Shalore Paradox Mage level 30
74th Haze 122nd year of Ascendancy at 20:42 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Paradox Mage the Shalore Paradox Mage level 40
3rd Mirth 123rd year of Ascendancy at 20:44 see stats
Mad slime dash (Nightmare (Adventure) difficulty)
Have 300 walls on the sludgenest turn into hostile creatures.By Paradox Mage the Shalore Paradox Mage level 49
7th Haze 123rd year of Ascendancy at 02:05 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Paradox Mage the Shalore Paradox Mage level 45
15th Dusk 123rd year of Ascendancy at 10:46 see stats
Pest Control (Nightmare (Adventure) difficulty)
Killed 1000 reproducing vermin.By Paradox Mage the Shalore Paradox Mage level 48
3rd Haze 123rd year of Ascendancy at 04:22 see stats
Shasshhiy'Kaish (Nightmare (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Paradox Mage the Shalore Paradox Mage level 32
73rd Regrowth 123rd year of Ascendancy at 05:42 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Paradox Mage the Shalore Paradox Mage level 27
71st Haze 122nd year of Ascendancy at 15:03 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Paradox Mage the Shalore Paradox Mage level 16
18th Dusk 122nd year of Ascendancy at 01:31 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Paradox Mage the Shalore Paradox Mage level 33
73rd Regrowth 123rd year of Ascendancy at 14:41 see stats
Slime killer party (Nightmare (Adventure) difficulty)
Have 200 walls on the sludgenest turn into hostile creatures.By Paradox Mage the Shalore Paradox Mage level 49
5th Haze 123rd year of Ascendancy at 16:05 see stats
Slimefest (Nightmare (Adventure) difficulty)
Have 100 walls on the sludgenest turn into hostile creatures.By Paradox Mage the Shalore Paradox Mage level 48
4th Haze 123rd year of Ascendancy at 08:18 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Paradox Mage the Shalore Paradox Mage level 10
9th Mirth 122nd year of Ascendancy at 19:29 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Paradox Mage the Shalore Paradox Mage level 45
15th Dusk 123rd year of Ascendancy at 06:58 see stats
The Restless Dead (Nightmare (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By Paradox Mage the Shalore Paradox Mage level 21
36th Haze 122nd year of Ascendancy at 00:15 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Paradox Mage the Shalore Paradox Mage level 47
46th Dusk 123rd year of Ascendancy at 16:41 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Paradox Mage the Shalore Paradox Mage level 28
72nd Haze 122nd year of Ascendancy at 20:48 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Paradox Mage the Shalore Paradox Mage level 21
36th Haze 122nd year of Ascendancy at 02:23 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Paradox Mage the Shalore Paradox Mage level 29
74th Haze 122nd year of Ascendancy at 14:31 see stats
Wibbly Wobbly Timey Wimey Stuff (Nightmare (Adventure) difficulty)
Killed the weaver queen and the temporal defiler.By Paradox Mage the Shalore Paradox Mage level 5
77th Pyre 122nd year of Ascendancy at 18:07 see stats
Log
Paradox Mage's spell attains critical power!
Salytha the blue ooze uses Metalstar.
Paradox Mage picks up ( .): blue-steel trident 'Islylelle' (119% power, 8 apr).
Paradox Mage's gravity area effect hits Salytha the blue ooze for (94 to psi shield), 40 physical (40 total damage).
Aridaba the slimy ooze converts some damage to Psi!
Paradox Mage's gravity area effect hits Salytha the blue ooze for (94 to psi shield), 40 physical (40 total damage).
Paradox Mage's gravity area effect hits Aridaba the slimy ooze for 1 to psi damage.
Paradox Mage is free from the mental invasion.
Talent Time Shield is ready to use.
Talent Gravity Well is ready to use.
Talent Seal Fate is ready to use.
Slimy ooze is not stunned anymore.
Paradox Mage casts Time Shield.
Ran for 2 turns (stop reason: dialog is displayed).
Saving done.
Paradox Mage deactivates Phase Pulse.
Paradox Mage deactivates Chant of Resistance.
Paradox Mage deactivates Matter Weaving.
Paradox Mage deactivates Extension.
Paradox Mage deactivates Matrix.
Paradox Mage deactivates Defensive Posture.
Paradox Mage deactivates Contingency.
Paradox Mage deactivates Gravity Locus.
Paradox Mage deactivates Energy Decomposition.
Paradox Mage deactivates Quicken.
Paradox Mage deactivates Reality Smearing.
Paradox Mage deactivates Disintegration.
Paradox Mage deactivates Empower.


































































































































































































































































































































