











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Exponential Leveling 1.5.5Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Better Item Description 1.5.10This 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 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:
Items Vault 1.5.0Donators/Buyers bonus! Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Higher |
| Class | Adventurer |
| Level / Exp | 41 / 23% |
| Size | medium |
| Lifes / Deaths | Killed by Adywyn the brittle clear ooze at level 41 on the 1st Wintertide 124th year of Ascendancy at 16:30 / 1 |
Primary Stats
| Strength | 103 (base 60) |
| Dexterity | 81 (base 60) |
| Constitution | 73 (base 60) |
| Magic | 95 (base 60) |
| Willpower | 93 (base 60) |
| Cunning | 87 (base 60) |
Resources
| Mana | 414/467 |
| Equilibrium | 114 |
| Vim | 211/302 |
| Life | -489/1798 |
| Hate | 107/107 |
| Stamina | 345/408 |
| Soul | 19/19 |
| Healing Factor | 0.58888888888889 |
| Regeneration | 23.284464895092 |
Speed
| Mental | +6% |
| Attack | +6% |
| Movement | +40% |
| Spell | +6% |
| Global | +104% |
Vision
| Sight | 15 |
| Lite | 6 |
| Infravision | 12 |
| See Stealth | 81.147563919971 |
| See Invisible | 87.147563919971 |
| ESP Range | 15 |
| ESP Kinds | demon/minor, demon/major, vermin/oozes |
Offense: Mainhand
| Damage | 255 |
| Accuracy | 68 |
| Crit Chance | 98% |
| APR | 36 |
| Speed | 0.94 |
Offense: Spell
| Spellpower | 87 |
| Crit Chance | 55% |
| Speed | 0.94339622641509 |
Offense: Mind
| Mindpower | 67 |
| Crit Chance | 32% |
| Speed | 0.94339622641509 |
Offense: Damage Bonus
| Lightning | +49% |
| Acid | +43% |
| Light | +71% |
| Cold | +52% |
| Mind | +43% |
| Physical | +49% |
| Fire | +37% |
| All | +37% |
Offense: Damage Penetration
| Darkness | +5% |
| Physical | +15% |
| Acid | +25% |
Defense: Base
| Armour (hardiness) | 103.53101267617 (92%) |
| Defense | 45 |
| Ranged Defense | 46 |
| Fatigue | 25 |
| Physical Save | 55 |
| Spell Save | 78 |
| Mental Save | 52 |
Defense: Resistances
| Acid | -4%( 70%) |
| Arcane | + 32%( 70%) |
| Cold | + 43%( 70%) |
| All | + 5%( 70%) |
| Lightning | + 28%( 70%) |
| Light | + 53%( 70%) |
| Darkness | + 11%( 70%) |
| Physical | -11%( 76%) |
| Mind | -2%( 70%) |
| Nature | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 55% |
| Silence Resistance | 30% |
| Confusion Resistance | 54% |
| Fear Resistance | 55% |
| Knockback Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 45% |
Inscriptions (4/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
| Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (94% of a turn) Is: a spell Description: Inflicts 441.05 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. |
Class Talents
| Spell / Animus | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Cold drake aspect | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Necrosis | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Grave | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Shadows | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Enhancement | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Magical combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Advanced shadowmancy | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Necrotic minions | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Gloom | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Water | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Advanced necrotic minions | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Frost alchemy | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Race / Higher | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Demonic strength | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Cursed form | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Conditioning | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Arcane Feed |
| talent | Blurred Mortality |
| talent | Call Shadows |
| talent | Vampiric Gift |
| talent | Necrotic Aura |
| talent | Will o' the Wisp |
| talent | Gloom |
| talent | Icy Skin |
| talent | Abyssal Shield |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 3.0)Penalty : Fractured Sanity: -8% Mind Resistance, -11% Confusion Immunity Power 1+: Unleashed: +9% critical damage, +14% off-hand weapon damage Power 2+: -1 Luck, +5 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| beneficial effect | Detects creatures of type vermin/oozes in radius 15. Overseer of Nations |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 6.0): 24%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 25% when tested. Power 1+: Removed from Reality: +7 Physical Resistance, +6 Maximum Physical Resistance Power 2+: -1 Luck, +11 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 18 air and an additional 7 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 24%) of triggering a radius 9 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 3.0)Penalty : Fear of Death: -5% resistance against damage from the undead. Power 1+: Power over Death: +8% damage against the undead. Power 2+: -1 Luck, +3 Strength, +3 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | The target is recovering 62 life each turn. Recovery |
| detrimental effect | DeathKnight has heard the hateful whisper. Hateful Whisper |
| detrimental effect | The target is plagued by inner demons and each turn there's a 30% chance that one will appear. If the caster is killed or the target resists setting his demons loose the effect will end early. Inner Demons |
| detrimental effect | The target is poisoned and sick, doing 18.36 nature damage per turn. All damage it does is reduced by 23%. Numbing Poison |
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
| detrimental effect | The target is dismayed. The next melee attack against the target will be a guaranteed critical hit. Dismayed |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 3.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +6 Defense, +3 Ranged Defense Power 2+: -1 Luck, +5 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
| beneficial effect | The target's combat damage is improved by 16 and it an continue to fight past the point of exhaustion, supplementing life for stamina. Adrenaline Surge |
| detrimental effect | The target's final doom is drawing near, reducing healing factor by 80% and dealing 0.13 arcane damage per turn. The effect will stop if the caster dies. Impending Doom |
| detrimental effect | Huge cut that bleeds, doing 1.33 physical damage per turn. Bleeding |
| beneficial effect | The thrill of combat improves the target's maximum life by 12%, life regeneration by 27.85, and stamina regeneration by 5.57. Bloodbath |
| beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 25%. Strength and Willpower are increased by 12. Poisons and diseases have a 26% chance of being neutralized each turn. Cursed Form |
| beneficial effect | The target consumed souls to gain new powers. 3 spells affected. Essence of the Dead |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
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. | active |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the injured seer from death by snow giant boulder thrower. Escort: injured seer (level 2 of Daikara) | failed |
You failed to protect the lone alchemist from death by Salerin the black bear. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Magic by +2. | done |
You failed to protect the lone alchemist from death by Wrathroot. Escort: lone alchemist (level 4 of Old Forest) | failed |
You failed to protect the lone alchemist from death by Isedhemiba the vampire lord. Escort: lone alchemist (level 5 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You failed to protect the temporal explorer from death by Mayitira the dreadmaster. Escort: temporal explorer (level 3 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 of Dreadfell)As a reward you improved Magic by +2. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1044. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed pouch of faeros ash. * You've found the needed red crystal shard. You have aided Ungrol of Last Hope in creating an elixir of brawn. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You 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 within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | 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 | Frost Treads (Madness) (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Curse of Madness A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Quiver | Kilndash the quiver of elven-wood arrows (23/23, 46-64.4 power, 14 apr)3.0 T4 arrow ammo [Random Unique] Arcane/Psionic Power 46.0 - 64.4 Fire Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +14 Crit +2.5% Capacity 23 Ranged+ +20 acid +16 fire +29 darkness Against +20% Living On Hit.r1 +8 mind On Crit.r2 +4 mind +8 fire On Hit: * Random elemental explosion On Crit: * splashes the target with acid Arrows are used with bows to pierce your foes to death. |
| Light source | brass lantern 'Branitolendil'2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Str +4 Wil +3 Cun dps ---------- Dmg.mod +6% mind ---------- misc Light +2 See.Invis +6 Telepathy Demon/Minor Demon/Major A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Helm of the Dominated (Misfortune) (0 def, 9 armour)3.0 T3 head armor [Unique] Master While equipped: Stats +2 Str +4 Mag dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +10 (+2 eff.) ----- def ----- Armour +9 Fatigue +4% Silence- +30% ---------- misc Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. Curse of Misfortune An experimental helmet designed to enhance the effects of the Doomelf corruption. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | Deepsshaper the gold ring (Madness)0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Dex +4 Mag +8 Cun dps ---------- Spell.pwr +5 (+1 eff.) Dmg.mod +13% light Res.pen +5% darkness +10% acid Acc +6 (+1 eff.) On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Resists +6% acid +26% light +6% darkness Curse of Madness Rings can have magical properties. |
| On fingers | steel ring 'Adona' (Corpses)0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Spell.pwr +4 (+1 eff.) Melee+ 8 bleed Ranged+ 12 bleed Dmg.mod +12% lightning Acc +9 (+2 eff.) Apr +10 On Hit (Melee): * 11% chance to cause random gloom On Hit (Ranged): * 11% chance to cause random gloom ----- def ----- Defense +10 (+3 eff.) Resists +24% lightning ---------- misc Mana/s.crit +2.00 Hate/m.crit +2.00 Max.hate +7.00 Max.vim +20.00 Curse of Corpses Disengage: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 10/10. 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 95% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| Around waist | Mighty Girdle (Misfortune)1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 Curse of Misfortune This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | Dethblyd (Corpses) (70-112 power, 18 apr)3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 70.0 - 112.0 Physical Uses 10% Mag, 130% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +18 Crit +20.0% Atk.spd 100% HP.leech +5% On Hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. While equipped: Stats +10 Str +8 Mag +5 Con dps ---------- Dmg.mod +10% all ----- def ----- Resists +10% all ---------- misc Cooldown Draining Assault -1 Abduction -1 Detonating Charge -1 Masteries +0.10 Corruption/Torture +0.20 Corruption/Brutality +0.20 Corruption/Wrath Curse of Corpses Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
| On hands | Hand of the World-Shaper (Nightmares) (0 def, 12 armour)1.5 T5 hands armor [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag dps ---------- Spell.crit +10% Spell.pwr +10 (+2 eff.) Dmg.mod +12% physical Res.pen +15% physical ----- def ----- Armour +12 Resists +10% physical ---------- misc Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Curse of Nightmares Earthquake: Level 4.8 Pwr.cost 17 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 75.85 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
| Main armor | Borfast's Cage (Nightmares) (10 def, 20 armour)17.0 T3 massive armor [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+3 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.chn- 20% Phys.save +15 (+5 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Curse of Nightmares Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
| Cloak | Huriblek the Glintbreaker (Nightmares) (18 def, 0 armour)2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +4 Dex +5 Mag +4 Wil +3 Cun dps ---------- Dmg.mod +6% acid +9% light Res.pen +15% acid Acc +7 (+1 eff.) Apr +8 Melee Ret 8 acid 4 light ----- def ----- Defense +18 (+6 eff.) Phys.save +11 (+4 eff.) Spell.save +13 (+3 eff.) ---------- misc Max.mana +62.00 Light +3 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Mirror Shards0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 340 strength, based on Magic) for 5 turns. Uses 14 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Inventory
healing infusion of the duelist (heal 258)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 258 and cleanse 1 wound and 1 poison effect. 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. Press to compare to your current inscriptions |
healing infusion of the psychic (heal 283)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 7 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 283 and cleanse 1 wound and 1 poison 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. Press to compare to your current inscriptions |
healing infusion of the sneak (heal 261)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 261 and cleanse 1 wound and 1 poison effect. 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 |
healing infusion of the titan (heal 219)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 219 and cleanse 1 wound and 1 poison effect. 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. Press to compare to your current inscriptions |
heroism infusion (+7 for 10 turns, die at -506)0.1 T3 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 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 7 for 10 turns. While Heroism is active, you will only die when reaching -506 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+21 for 11 turns, die at -1069)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 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 21 for 11 turns. While Heroism is active, you will only die when reaching -1069 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 Strength 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 warrior (+18 for 11 turns, die at -1110)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 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 18 for 11 turns. While Heroism is active, you will only die when reaching -1110 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 Strength 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 wizard (+19 for 12 turns, die at -1076)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 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 19 for 12 turns. While Heroism is active, you will only die when reaching -1076 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 Magic 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 wizard (41 nature damage, 48% healing reduction)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 22 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 41.04 nature damage per turn for 7 turns, and reducing the target's healing received by 48%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 429 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 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 429 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 |
sun infusion of the sneak (rad 8; power 61; turns 3; dispels darkness)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 brighten the area in a radius of 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 30). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 61) for 3 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. |
sun infusion of the wizard (rad 8; power 64; turns 3; dispels darkness)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 32). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 64) for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the wizard (rad 9; power 63; turns 4; dispels darkness)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 9 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 32). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 63) for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the wizard (rad 9; power 64; turns 3; dispels darkness)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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 9 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 32). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 64) for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 24%; cure magical, physical)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 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 physical effect and reduce all damage taken by 24% for 7 turns. Also removes cross-tier effects of the affected types for free. 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 |
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
acid wave rune (67 acid damage; disarm 5 turns with power 21)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 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 67.02 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 21 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune (103 cold damage; freeze 3 turns with power 21)0.1 T2 rune scroll [Normal] 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 direct a cone of chilling stormwind doing 103.09 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 21 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune (range 8)0.1 T4 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (94% of a turn) Is a spell Description: Activate the rune to teleport in a range of 8. 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 wizard (range 13)0.1 T4 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (94% of a turn) Is a spell Description: Activate the rune to teleport in a range of 13. 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. |
heat beam rune (117 fire damage)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 116.60 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. |
heat beam rune of the duelist (278 fire damage)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 277.81 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical 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 of the sneak (270 fire damage)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 270.03 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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. |
heat beam rune of the sneak (278 fire damage)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 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 277.64 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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. |
lightning rune (230 lightning damage)0.1 T3 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of lightning, doing 76.56 to 229.69 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the sneak (306 lightning damage)0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of lightning, doing 102.16 to 306.49 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) 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. |
manasurge rune of the sneak (1926% regen over 10 turns; 96 instant mana)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (94% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1926% for 10 turns and instantly restoring 96 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
phase door rune of the titan (range 15; power 48; dur 6)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Spell (94% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 15. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 48%, your defense is increased by 48 and all your resistances by 48%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the warrior (range 17; power 48; dur 6)0.1 T1 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 (94% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 17. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 48%, your defense is increased by 48 and all your resistances by 48%. 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. |
shielding rune (absorb 352 for 6 turns)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 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 352 damage for 6 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 233 for 4 turns)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 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 233 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 415 for 6 turns)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 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 415 damage for 6 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 577 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 19 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 577 damage for 6 turns. 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. |
shielding rune of the warrior (absorb 664 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 18 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 664 damage for 6 turns. 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. |
teleportation rune of the duelist (range 147)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (94% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 147 with a minimum range of 15. 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. |
teleportation rune of the psychic (range 163)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (94% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 163 with a minimum range of 15. 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 (radius 13; dur 21; see horror)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (94% 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 20) for 21 turns. Your mind will become more receptive for 21 turns, allowing you to sense any horror around. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the duelist (radius 13; dur 18; see undead)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 (94% 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 31) for 18 turns. Your mind will become more receptive for 18 turns, allowing you to sense any undead around. 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 13; dur 22; 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 (94% 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 22 turns. Your mind will become more receptive for 22 turns, allowing you to sense any dragon 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 sneak (radius 13; dur 17; see demon)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Spell (94% 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 32) for 17 turns. Your mind will become more receptive for 17 turns, allowing you to sense any demon around. 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. |
Boltrigor0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +15% lightning Res.pen +25% darkness Melee Ret 20 darkness 20 lightning ----- def ----- Armour +5 Defense +8 (+3 eff.) Resists +9% darkness +9% lightning Res.Cap +4% all Phys.save +15 (+5 eff.) Amulets can have magical properties. |
Turalach0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +6 Str ----- def ----- Resists +6% lightning +15% temporal +18% light Mind.save +32 (+10 eff.) Silence- +15% Def/telep +10 Res/telep +10% Dur/telep +10% Amulets can have magical properties. |
Unronik0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Str +5 Con dps ---------- Crit.mult +18.00% Phys.pwr +2 (+0 eff.) Dmg.mod +3% physical Acc +10 (+2 eff.) Apr +18 ----- def ----- Armour +2 Resists +18% temporal Phys.save +30 (+9 eff.) Die.at -20.00 life Max.HP +70.00 HP.reg +2.40 Heal/summ +20 Pinning- +50% Knockbk- +50% Amulets can have magical properties. |
cleansing gold amulet0.1 T3 amulet jewelry [Ego] Disrupt While equipped: ----- def ----- Resists +22% nature +18% blight Poison- +22% Disease- +38% Amulets can have magical properties. |
stabilizing stralite amulet0.1 T4 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +25% temporal Pinning- +34% Knockbk- +38% Amulets can have magical properties. |
steel amulet0.1 T2 amulet jewelry [Normal] Amulets can have magical properties. |
Relgagorn the Glintkiss (Shrouds)0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +7 Cun +7 Wil dps ---------- Mind.pwr +11 (+3 eff.) Dmg.mod +24% light +6% lightning Res.pen +10% light Melee Ret 12 light On Hit (Melee): * 31% chance to daze at end of turn * 30% chance to blind ----- def ----- Resists +15% light +15% lightning Curse of Shrouds Rings can have magical properties. |
Skysteel the stralite ring (Misfortune)0.1 T4 ring jewelry [Rare] Nature While equipped: Stats +3 Cun +2 Wil dps ---------- Dmg.mod +12% darkness +18% fire Res.pen +10% lightning On Hit (Melee): * 31% chance to daze at end of turn ----- def ----- Resists +36% fire Heal/summ +52 ---------- misc Max.psi +20.00 Telepathy Humanoid/Orc Curse of Misfortune Rings can have magical properties. |
Thunderhue the steel ring (Nightmares)0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +9 Str +2 Mag +3 Wil dps ---------- Dmg.mod +14% cold Res.pen +10% lightning ----- def ----- Resists +24% lightning +28% cold +6% nature ---------- misc Light +3 Telepathy Dragon Curse of Nightmares Rings can have magical properties. |
Urezilarek the voratun ring (Madness)0.1 T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Str +7 Mag +9 Wil +7 Cun +3 Con dps ---------- Phys.crit +2.0% Mind.crit +2% Spell.pwr +14 (+3 eff.) Acc +17 (+4 eff.) Apr +17 ----- def ----- Defense +15 (+5 eff.) Mind.save +24 (+8 eff.) Max.HP +40.00 Heal.mod +10% Curse of Madness Disengage: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 10/10. 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 95% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Vorerin (Madness)0.1 T2 ring jewelry [Rare] Master While equipped: Stats +7 Str +7 Wil +6 Con dps ---------- Phys.pwr +9 (+2 eff.) Melee Ret 12 mind ----- def ----- Resists +9% mind Mind.save +30 (+10 eff.) ---------- misc Hate/m.crit +5.00 Max.hate +10.00 Curse of Madness Rings can have magical properties. |
copper ring of sensing (Misfortune)0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +25% ---------- misc Infravis +4 See.Stealth +9 See.Invis +8 Curse of Misfortune Rings can have magical properties. |
marksman's stralite ring of power (Nightmares)0.1 T4 ring jewelry [Ego] Arcane/Master While equipped: Stats +7 Dex dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +12 (+2 eff.) Mind.pwr +11 (+3 eff.) Acc +14 (+3 eff.) Curse of Nightmares Rings can have magical properties. |
mule's stralite ring (Madness)0.1 T4 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -8% ---------- misc Max.enc +34 Curse of Madness Rings can have magical properties. |
mule's stralite ring (Shrouds)0.1 T4 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -8% ---------- misc Max.enc +30 Curse of Shrouds Rings can have magical properties. |
stralite ring 'Boltfame' (Nightmares)0.1 T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +10 Cun +11 Wil dps ---------- Mind.pwr +19 (+5 eff.) Dmg.mod +9% lightning Res.pen +15% lightning ----- def ----- Resists +9% lightning +6% temporal +6% nature Phys.save +13 (+5 eff.) Spell.save +9 (+2 eff.) Mind.save +10 (+4 eff.) Curse of Nightmares Rings can have magical properties. |
voratun ring 'Xanamira' (Madness)0.1 T5 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +7 Cun +8 Wil dps ---------- Phys.pwr +14 (+2 eff.) Spell.pwr +12 (+2 eff.) Mind.pwr +25 (+6 eff.) ----- def ----- Armour +6 Resists +9% light +3% cold Phys.save +3 (+1 eff.) Blind- +50% Stun/Frz- +10% Knockbk- +15% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Infravis +5 See.Stealth +21 See.Invis +20 Curse of Madness Rings can have magical properties. |
warrior's gold ring of sensing (Corpses)0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +5 Str ----- def ----- Armour +10 Blind- +26% ---------- misc Infravis +4 See.Stealth +9 See.Invis +17 Curse of Corpses Rings can have magical properties. |
Crude Iron Battle Axe of Kroll (Nightmares) (68-102 power, 7 apr)3.0 T4 battleaxe 2H weapon [Unique] Master Power 68.0 - 102.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +7 Crit +10.0% Atk.spd 100% While equipped: Stats +2 Dex +2 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Defense +6 (+2 eff.) Stun/Frz- +30% Knockbk- +30% Curse of Nightmares Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
The Gaping Maw (Nightmares) (72-108 power, 4 apr)3.0 T5 battleaxe 2H weapon [Unique] Nature/Disrupt Power 72.0 - 108.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +50 acid +50 nature slow On Crit: * deal manaburn damage equal to your mindpower in a radius 3 cone While equipped: ---------- misc Cooldown Ice Claw -1 Mana Clash -2 Swallow -2 Curse of Nightmares 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. |
chilling iron battleaxe of daylight (Nightmares) (15-22.5 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Arcane Power 15.0 - 22.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +1 Crit +4.5% Atk.spd 100% Melee+ +10 light +12 cold Against +12% Undead Curse of Nightmares Massive two-handed battleaxes. |
flaming iron battleaxe (Nightmares) (14-21 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Arcane Power 14.0 - 21.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +1 Crit +4.5% Atk.spd 100% On Hit.r1 +12 fire Curse of Nightmares Massive two-handed battleaxes. |
insidious stralite battleaxe of phasing (Misfortune) (46-69 power, 17 apr)3.0 T4 battleaxe 2H weapon [Ego] Arcane/Nature Power 46.0 - 69.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +17 Crit +7.5% Atk.spd 100% Phasing +54% Melee+ +70 insidious poison Curse of Misfortune Massive two-handed battleaxes. |
insidious voratun battleaxe of massacre (Corpses) (78.5-117.75 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego] Nature/Master Power 78.5 - 117.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +70 insidious poison Curse of Corpses Massive two-handed battleaxes. |
insidious voratun battleaxe of massacre (Misfortune) (73-109.5 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego] Nature/Master Power 73.0 - 109.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +56 insidious poison Curse of Misfortune Massive two-handed battleaxes. |
insidious voratun battleaxe of massacre (Nightmares) (75.5-113.25 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego] Nature/Master Power 75.5 - 113.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +70 insidious poison Curse of Nightmares Massive two-handed battleaxes. |
manaburning voratun battleaxe of massacre (Corpses) (73-109.5 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego] Disrupt/Master Power 73.0 - 109.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% On Hit: * 23 arcane resource burn Curse of Corpses Massive two-handed battleaxes. |
steel battleaxe 'Ravenvile' (Corpses) (31.5-47.25 power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Master Power 31.5 - 47.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Phasing +40% Melee+ +12 physical On Hit: * 40% chance to inflict 15% damage reduction While equipped: dps ---------- Dmg.mod +15% darkness Melee Ret 16 darkness ----- def ----- Armour +14 Heal.mod +30% ---------- misc Max.stam +10.00 Curse of Corpses Massive two-handed battleaxes. |
stralite battleaxe (Misfortune) (44-66 power, 3 apr)3.0 T4 battleaxe 2H weapon [Normal] Power 44.0 - 66.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% Curse of Misfortune Massive two-handed battleaxes. |
stralite battleaxe of daylight (Misfortune) (42.5-63.75 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego] Arcane Power 42.5 - 63.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% Melee+ +20 light Against +35% Undead Curse of Misfortune Massive two-handed battleaxes. |
Ereladraregrim (Madness) (25.5-33.15 power, 9 apr)1.0 T4 dagger 1H weapon [Rare] Master Power 25.5 - 33.1 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +16 acid While equipped: Stats +3 Cun +5 Con dps ---------- Mind.crit +4% Phys.pwr +8 (+1 eff.) Mind.pwr +10 (+2 eff.) Res.pen +11% physical On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Mind.save +9 (+3 eff.) Disarm- +24% Curse of Madness Sharp, short and deadly. |
Guledil the Cracklebreak (Shrouds) (28-36.4 power, 9 apr)1.0 T4 dagger 1H weapon [Rare] Master Power 28.0 - 36.4 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% Melee+ +12 acid On Hit: * 40% chance to corrode armour by 30% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +11.0% Dmg.mod +15% acid Melee Ret 12 lightning On Hit (Melee): * 31% chance to corrode armour by 30% ----- def ----- Resists +6% cold +5% arcane +9% nature Spell.save +20 (+4 eff.) Curse of Shrouds Sharp, short and deadly. |
Murktide the voratun dagger (Nightmares) (49-63.7 power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Nature/Master/Psionic Power 49.0 - 63.7 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +24 temporal +15 nature +15 darkness Against +9% Living While equipped: dps ---------- Dmg.mod +3% darkness +9% temporal Res.pen +15% temporal On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +3% darkness Def/telep +5 Res/telep +5% Dur/telep +5% Curse of Nightmares Sharp, short and deadly. |
Shadowstrider the iron dagger (Nightmares) (10.5-13.65 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 10.5 - 13.7 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% While equipped: Stats +5 Str +10 Dex +2 Mag dps ---------- Res.pen +10% darkness +6% physical Acc +6 (+1 eff.) Apr +6 ----- def ----- Fatigue -14% Resists +12% darkness Curse of Nightmares Sharp, short and deadly. |
Shantiz the Stormblade (Corpses) (15-19.5 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap Curse of Corpses This surreal dagger crackles with the intensity of a vicious storm. |
Xanysenn the Duathelradiance (Madness) (10-13 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Disrupt Power 10.0 - 13.0 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Slows global speed by 9% While equipped: Stats +4 Str dps ---------- Crit.mult +6.00% Phys.pwr +8 (+1 eff.) Dmg.mod +6% physical Res.pen +20% physical Melee Ret 16 darkness ----- def ----- Resists +15% fire Max.HP +40.00 Curse of Madness Sharp, short and deadly. |
balanced dwarven-steel dagger (Madness) (20-26 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Master Power 20.0 - 26.0 Physical Uses 45% Dex, 45% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +22% Curse of Madness Sharp, short and deadly. |
balanced stralite dagger (Madness) (28-36.4 power, 9 apr)1.0 T4 dagger 1H weapon [Ego] Master Power 28.0 - 36.4 Physical Uses 45% Dex, 45% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +9 (+3 eff.) Disarm- +26% Curse of Madness Sharp, short and deadly. |
balanced voratun dagger (Corpses) (39.5-51.35 power, 9 apr)1.0 T5 dagger 1H weapon [Ego] Master Power 39.5 - 51.4 Physical Uses 45% Dex, 45% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +9 (+3 eff.) Disarm- +33% Curse of Corpses Sharp, short and deadly. |
balanced voratun dagger of erosion (Nightmares) (39-50.7 power, 9 apr)1.0 T5 dagger 1H weapon [Ego] Nature/Master Power 39.0 - 50.7 Physical Uses 45% Dex, 45% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +9 nature +12 temporal While equipped: dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +11 (+4 eff.) Disarm- +30% Curse of Nightmares Sharp, short and deadly. |
balanced voratun dagger of massacre (Nightmares) (48.5-63.05 power, 9 apr)1.0 T5 dagger 1H weapon [Ego] Master Power 48.5 - 63.1 Physical Uses 45% Dex, 45% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Acc +11 (+2 eff.) ----- def ----- Defense +11 (+4 eff.) Disarm- +30% Curse of Nightmares Sharp, short and deadly. |
chilling steel dagger of vileness (Nightmares) (12-15.6 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 12.0 - 15.6 Physical Uses 45% Dex, 45% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +12 blight +12 cold On Hit: * 8% chance to disease Curse of Nightmares Sharp, short and deadly. |
dwarven-steel dagger 'Duskwish' (Nightmares) (16.5-21.45 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Master Power 16.5 - 21.4 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +16 darkness On Crit: * cripple the target While equipped: dps ---------- Phys.crit +9.0% Crit.mult +10.00% Mind.pwr +8 (+2 eff.) Dmg.mod +9% darkness ----- def ----- Mind.save +30 (+10 eff.) ---------- misc Psi/ret +0.40 Telepathy Demon/Minor Demon/Major Curse of Nightmares Sharp, short and deadly. |
dwarven-steel dagger (Madness) (20.5-26.65 power, 7 apr)1.0 T3 dagger 1H weapon [Normal] Power 20.5 - 26.7 Physical Uses 45% Dex, 45% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Curse of Madness Sharp, short and deadly. |
dwarven-steel dagger of erosion (Misfortune) (17.5-22.75 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Nature Power 17.5 - 22.8 Physical Uses 45% Dex, 45% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +9 nature +8 temporal Curse of Misfortune Sharp, short and deadly. |
insidious voratun dagger (Madness) (38.5-50.05 power, 9 apr)1.0 T5 dagger 1H weapon [Ego] Nature Power 38.5 - 50.1 Physical Uses 45% Dex, 45% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +22 insidious poison Curse of Madness Sharp, short and deadly. |
slime-covered steel dagger (Madness) (11.5-14.95 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Disrupt Power 11.5 - 15.0 Physical Uses 45% Dex, 45% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Slows global speed by 6% Curse of Madness Sharp, short and deadly. |
stralite dagger (Madness) (25.5-33.15 power, 9 apr)1.0 T4 dagger 1H weapon [Normal] Power 25.5 - 33.1 Physical Uses 45% Dex, 45% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% Curse of Madness Sharp, short and deadly. |
voratun dagger of massacre (Misfortune) (47.5-61.75 power, 9 apr)1.0 T5 dagger 1H weapon [Ego] Master Power 47.5 - 61.8 Physical Uses 45% Dex, 45% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Curse of Misfortune Sharp, short and deadly. |
voratun dagger of persecution (Nightmares) (38-49.4 power, 9 apr)1.0 T5 dagger 1H weapon [Ego] Disrupt Power 38.0 - 49.4 Physical Uses 45% Dex, 45% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Against +17% Unnatural While equipped: Stats +4 Wil Curse of Nightmares Sharp, short and deadly. |
Shadowstalker the dwarven-steel greatmaul (Shrouds) (57.5-86.25 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Master Power 57.5 - 86.3 Nature Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Melee+ +8 nature On Hit.r1 +16 darkness +12 mind While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% nature ----- def ----- Resists +9% darkness Mind.save +42 (+13 eff.) Curse of Shrouds Massive two-handed mauls. |
balanced steel greatmaul of erosion (Corpses) (29-43.5 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Nature/Master Power 29.0 - 43.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Melee+ +12 nature +14 temporal While equipped: dps ---------- Acc +12 (+3 eff.) ----- def ----- Defense +12 (+4 eff.) Disarm- +42% Curse of Corpses Massive two-handed mauls. |
balanced stralite greatmaul of erosion (Corpses) (55-82.5 power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego] Nature/Master Power 55.0 - 82.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% Melee+ +19 nature +7 temporal While equipped: dps ---------- Acc +14 (+3 eff.) ----- def ----- Defense +12 (+4 eff.) Disarm- +55% Curse of Corpses Massive two-handed mauls. |
dwarven-steel greatmaul of erosion (Madness) (41-61.5 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego] Nature Power 41.0 - 61.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Melee+ +16 nature +16 temporal Curse of Madness Massive two-handed mauls. |
manaburning stralite greatmaul of erosion (Corpses) (55-82.5 power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego] Nature/Disrupt Power 55.0 - 82.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% Melee+ +21 temporal +21 nature On Hit: * 23 arcane resource burn Curse of Corpses Massive two-handed mauls. |
steel greatmaul 'Duathelwreath' (Misfortune) (29-43.5 power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Nature Power 29.0 - 43.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Melee+ +34 insidious poison +8 darkness On Crit.r2 +4 darkness While equipped: Stats +5 Str +4 Dex +2 Con dps ---------- Dmg.mod +9% mind +6% darkness ----- def ----- Fatigue -12% Crit.dmg- 10.00% ---------- misc Infravis +3 Curse of Misfortune Massive two-handed mauls. |
stralite greatmaul 'Blazenaught' (Shrouds) (52-78 power, 3 apr)5.0 T4 greatmaul 2H weapon [Rare] Disrupt Power 52.0 - 78.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% On Hit.r1 +20 light On Hit: * 31 arcane resource burn On Crit: * burns latent spell energy While equipped: Stats +4 Dex dps ---------- Phys.pwr +8 (+1 eff.) Acc +6 (+1 eff.) ----- def ----- Armour +6 Resists +6% light +5% physical Max.HP +30.00 ---------- misc Stam/turn +0.40 Curse of Shrouds Massive two-handed mauls. |
stralite greatmaul (Shrouds) (55-82.5 power, 3 apr)5.0 T4 greatmaul 2H weapon [Normal] Power 55.0 - 82.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% Curse of Shrouds Massive two-handed mauls. |
voratun greatmaul 'Polawen' (Shrouds) (67.5-101.25 power, 4 apr)5.0 T5 greatmaul 2H weapon [Random Unique] Arcane/Master Power 67.5 - 101.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Melee+ +34 cold While equipped: Stats +6 Wil +3 Mag dps ---------- Res.pen +5% mind +34% physical Acc +36 (+9 eff.) Apr +24 ---------- misc Mana/s.crit +2.00 Max.mana +20.00 Curse of Shrouds Massive two-handed mauls. |
Colaryem (Corpses) (48-76.8 power, 12 apr)3.0 T3 greatsword 2H weapon [Unique] Arcane Power 48.0 - 76.8 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +12 Crit +11.0% Atk.spd 50% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. Curse of Corpses This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
Ebonyschism the stralite greatsword (Corpses) (51-81.6 power, 3 apr)3.0 T4 greatsword 2H weapon [Rare] Master Power 51.0 - 81.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% On Crit: * cripple the target While equipped: Stats +2 Dex dps ---------- Phys.crit +19.0% Dmg.mod +3% darkness ----- def ----- Resists +6% blight +6% fire +12% light +6% temporal Crit.dmg- 10.00% Spell.save +31 (+7 eff.) Heal.mod +25% Def/telep +5 Res/telep +5% Dur/telep +5% Curse of Corpses Massive two-handed swords. |
Golden Three-Edged Sword 'The Truth' (Corpses) (49-78.4 power, 9 apr)12.0 T3 greatsword 2H weapon [Unique] Psionic Power 49.0 - 78.4 Physical Uses 129% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target Curse of Corpses The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
acidic stralite greatsword (Nightmares) (49.5-79.2 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego] Arcane Power 49.5 - 79.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Melee+ +19 acid On Crit: * splashes the target with acid Curse of Nightmares Massive two-handed swords. |
balanced voratun greatsword (Nightmares) (59-94.4 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego] Master Power 59.0 - 94.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +17 (+4 eff.) ----- def ----- Defense +20 (+7 eff.) Disarm- +59% Curse of Nightmares Massive two-handed swords. |
chilling iron greatsword of vileness (Shrouds) (15-24 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane Power 15.0 - 24.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Melee+ +10 blight +13 cold On Hit: * 12% chance to disease Curse of Shrouds Massive two-handed swords. |
flaming stralite greatsword (Corpses) (47.5-76 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego] Arcane Power 47.5 - 76.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% On Hit.r1 +16 fire Curse of Corpses Massive two-handed swords. |
hateful dwarven-steel greatsword of massacre (Misfortune) (44.5-71.2 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Master/Psionic Power 44.5 - 71.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +19 darkness Against +14% Living Curse of Misfortune Massive two-handed swords. |
hateful voratun greatsword (Nightmares) (61-97.6 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego] Psionic Power 61.0 - 97.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +16 darkness Against +23% Living Curse of Nightmares Massive two-handed swords. |
inquisitor's stralite greatsword (Misfortune) (51-81.6 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Disrupt Power 51.0 - 81.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% On Hit: * 23 arcane resource burn On Crit: * burns latent spell energy Curse of Misfortune Massive two-handed swords. |
insidious stralite greatsword of dampening (Corpses) (48.5-77.6 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego] Nature/Disrupt Power 48.5 - 77.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Melee+ +70 insidious poison While equipped: ----- def ----- Resists +19% acid +17% fire +17% cold +19% lightning Spell.save +19 (+4 eff.) Curse of Corpses Massive two-handed swords. |
insidious voratun greatsword of massacre (Nightmares) (75.5-120.8 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego] Nature/Master Power 75.5 - 120.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +48 insidious poison Curse of Nightmares Massive two-handed swords. |
manaburning voratun greatsword of massacre (Shrouds) (76-121.6 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego] Disrupt/Master Power 76.0 - 121.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% On Hit: * 23 arcane resource burn Curse of Shrouds Massive two-handed swords. |
slime-covered voratun greatsword of massacre (Nightmares) (78.5-125.6 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego] Disrupt/Master Power 78.5 - 125.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% On Hit: * Slows global speed by 26% Curse of Nightmares Massive two-handed swords. |
voratun greatsword of massacre (Corpses) (78.5-125.6 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego] Master Power 78.5 - 125.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Curse of Corpses Massive two-handed swords. |
Bethubrevena the dragonbone longbow (Madness)4.0 T5 longbow 2H weapon Reqs Shoot [Random Unique] Arcane/Master Acc+ +0.2% crit / acc Atk.spd 125% Range +10 Ranged+ +27 cold While equipped: Stats +1 Dex +11 Mag +2 Con dps ---------- Phys.crit +23.0% Dmg.mod +26% cold +17% physical +15% temporal Res.pen +20% physical +15% temporal Acc +21 (+5 eff.) ----- def ----- Defense +6 (+2 eff.) Dur/telep +20% ---------- misc Reload +8 Masteries +0.30 Chronomancy/Bow Threading Instant Weapon Swap Curse of Madness Longbows are used to shoot arrows at your foes. |
Glimmerstone (Madness)4.0 T2 longbow 2H weapon Reqs Shoot [Rare] Master Acc+ +0.2% crit / acc Atk.spd 125% Range +7 While equipped: Stats +6 Dex dps ---------- Mind.crit +2% Dmg.mod +12% light Res.pen +15% mind +24% physical ---------- misc Max.psi +52.00 Light +1 Telepathy Demon/Minor Demon/Major Curse of Madness Longbows are used to shoot arrows at your foes. |
elven-wood longbow 'Shimmertooth' (Nightmares)4.0 T4 longbow 2H weapon Reqs Shoot [Rare] Master Acc+ +0.2% crit / acc Atk.spd 125% Range +9 While equipped: Stats +9 Str dps ---------- Mind.crit +1% Crit.mult +26.00% Phys.pwr +20 (+3 eff.) Dmg.mod +3% mind +9% lightning Res.pen +5% mind ----- def ----- Resists +3% lightning Heal/summ +52 ---------- misc Telepathy Humanoid/Orc Curse of Nightmares Longbows are used to shoot arrows at your foes. |
elven-wood longbow (Corpses)4.0 T4 longbow 2H weapon Reqs Shoot [Normal] Acc+ +0.2% crit / acc Atk.spd 125% Range +9 Curse of Corpses Longbows are used to shoot arrows at your foes. |
fungal elven-wood longbow (Corpses)4.0 T4 longbow 2H weapon Reqs Shoot [Ego] Nature Acc+ +0.2% crit / acc Atk.spd 125% Range +9 While equipped: Stats +6 Con ---------- misc Masteries +0.15 Wild-gift/Fungus Curse of Corpses Regenerate 294 life over 5 turns Puts all charms on 12 cooldown Longbows are used to shoot arrows at your foes. |
fungal elven-wood longbow of power (Nightmares)4.0 T4 longbow 2H weapon Reqs Shoot [Ego] Nature/Master Acc+ +0.2% crit / acc Atk.spd 125% Range +9 While equipped: Stats +6 Con dps ---------- Dmg.mod +27% physical Res.pen +18% physical ---------- misc Masteries +0.30 Wild-gift/Fungus Curse of Nightmares Regenerate 266 life over 5 turns Puts all charms on 12 cooldown Longbows are used to shoot arrows at your foes. |
mighty elm longbow (Madness)4.0 T1 longbow 2H weapon Reqs Shoot [Ego] Master Acc+ +0.2% crit / acc Atk.spd 125% Range +6 While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+1 eff.) Curse of Madness Longbows are used to shoot arrows at your foes. |
mighty yew longbow (Madness)4.0 T3 longbow 2H weapon Reqs Shoot [Ego] Master Acc+ +0.2% crit / acc Atk.spd 125% Range +8 While equipped: Stats +6 Str dps ---------- Phys.pwr +12 (+2 eff.) Curse of Madness Longbows are used to shoot arrows at your foes. |
Cloudquick (Misfortune) (41-57.4 power, 6 apr)3.0 T5 longsword 1H weapon [Random Unique] Arcane/Master Power 41.0 - 57.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +4 lightning +20 light Against +29% Undead On Crit.r2 +4 darkness On Hit: * 40% chance to inflict 15% damage reduction While equipped: dps ---------- Phys.crit +12.0% Crit.mult +20.00% Dmg.mod +9% lightning Res.pen +5% lightning Acc +9 (+2 eff.) Apr +14 On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Defense +13 (+4 eff.) Resists +3% lightning Disarm- +24% Curse of Misfortune Sharp, long, and deadly. |
Fogwind the voratun longsword (Corpses) (43-60.2 power, 6 apr)3.0 T5 longsword 1H weapon [Random Unique] Nature/Disrupt/Psionic Power 43.0 - 60.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +37 nature +15 temporal On Crit.r2 +8 nature On Hit: * 25% chance to remove a magical effect * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Dmg.mod +6% nature Res.pen +5% darkness ----- def ----- Resists +9% acid +9% fire +9% darkness Spell.save +9 (+2 eff.) Curse of Corpses Sharp, long, and deadly. |
Korizilaneg the Pusreign (Shrouds) (39-54.6 power, 5 apr)3.0 T4 longsword 1H weapon [Rare] Nature Power 39.0 - 54.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +7.5% Atk.spd 100% Melee+ +50 insidious poison +41 nature While equipped: Stats +10 Dex Curse of Shrouds Sharp, long, and deadly. |
Undeathwrack the dwarven-steel longsword (Misfortune) (22.5-31.5 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Nature Power 22.5 - 31.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +40 insidious poison +24 nature On Hit.r1 +12 darkness On Hit: * Slows global speed by 41% While equipped: dps ---------- Dmg.mod +12% nature Res.pen +10% nature Melee Ret 8 nature On Hit (Melee): * Slows global speed by 30% * 30% chance to inflict 15% damage reduction ----- def ----- Resists +15% nature Curse of Misfortune Sharp, long, and deadly. |
balanced iron longsword of vileness (Nightmares) (11-15.4 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane/Master Power 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Melee+ +9 blight On Hit: * 6% chance to disease While equipped: dps ---------- Acc +6 (+1 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +22% Curse of Nightmares Sharp, long, and deadly. |
balanced steel longsword (Shrouds) (15.5-21.7 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Master Power 15.5 - 21.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +9 (+2 eff.) ----- def ----- Defense +9 (+3 eff.) Disarm- +29% Curse of Shrouds Sharp, long, and deadly. |
balanced stralite longsword (Madness) (33-46.2 power, 5 apr)3.0 T4 longsword 1H weapon [Ego] Master Power 33.0 - 46.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Acc +9 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Disarm- +41% Curse of Madness Sharp, long, and deadly. |
balanced voratun longsword of massacre (Corpses) (55-77 power, 6 apr)3.0 T5 longsword 1H weapon [Ego] Master Power 55.0 - 77.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +12 (+3 eff.) ----- def ----- Defense +13 (+4 eff.) Disarm- +26% Curse of Corpses Sharp, long, and deadly. |
chilling steel longsword (Nightmares) (14.5-20.3 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Arcane Power 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +9 cold Curse of Nightmares Sharp, long, and deadly. |
insidious stralite longsword (Misfortune) (34-47.6 power, 5 apr)3.0 T4 longsword 1H weapon [Ego] Nature Power 34.0 - 47.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +27 insidious poison Curse of Misfortune Sharp, long, and deadly. |
stralite longsword of massacre (Shrouds) (42.5-59.5 power, 5 apr)3.0 T4 longsword 1H weapon [Ego] Master Power 42.5 - 59.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% Curse of Shrouds Sharp, long, and deadly. |
thought-forged dwarven-steel longsword of persecution (Nightmares) (22-30.8 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Disrupt/Psionic Power 22.0 - 30.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +16 mind Against +16% Unnatural On Hit: * 25% chance to cause random gloom While equipped: Stats +3 Cun +6 Wil Curse of Nightmares Sharp, long, and deadly. |
thought-forged dwarven-steel longsword of the mystic (Corpses) (20.5-28.7 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Arcane/Psionic Power 20.5 - 28.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +17 mind On Hit: * 17% chance to cause random gloom While equipped: Stats +3 Mag +7 Wil +4 Cun dps ---------- Spell.pwr +6 (+1 eff.) Curse of Corpses Sharp, long, and deadly. |
Aerenne the Starhue (Madness) (13.5-18.9 power, 2 apr)3.0 T1 mace 1H weapon [Rare] Master Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Res.pen +15% light Acc +7 (+1 eff.) ----- def ----- Defense +7 (+2 eff.) Resists +6% lightning +9% temporal +9% darkness +15% blight +12% cold +12% nature Spell.save +6 (+2 eff.) Disarm- +26% Curse of Madness Blunt and deadly. |
Amontir the Taintshear (Shrouds) (12-16.8 power, 2 apr)3.0 T1 mace 1H weapon [Rare] Master Power 12.0 - 16.8 Fire Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +7.0% Dmg.mod +6% nature Res.pen +10% mind +25% fire Melee Ret 16 nature On Hit (Melee): * Slows global speed by 31% ----- def ----- Resists +6% fire +6% nature +15% mind Curse of Shrouds Blunt and deadly. |
Elenayaldir the Abyssstar (Nightmares) (25.5-35.7 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Nature Power 25.5 - 35.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +40 insidious poison While equipped: dps ---------- Dmg.mod +12% fire Res.pen +15% mind +26% fire ----- def ----- Resists +9% temporal +9% mind +5% arcane Curse of Nightmares Blunt and deadly. |
balanced steel mace of vileness (Corpses) (12.5-17.5 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane/Master Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +13 blight On Hit: * 11% chance to disease While equipped: dps ---------- Acc +9 (+2 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +27% Curse of Corpses Blunt and deadly. |
chilling steel mace (Corpses) (13.5-18.9 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +14 cold Curse of Corpses Blunt and deadly. |
dwarven-steel mace (Corpses) (26-36.4 power, 4 apr)3.0 T3 mace 1H weapon [Normal] Power 26.0 - 36.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Curse of Corpses Blunt and deadly. |
flaming stralite mace (Madness) (37.5-52.5 power, 5 apr)3.0 T4 mace 1H weapon [Ego] Arcane Power 37.5 - 52.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% On Hit.r1 +12 fire Curse of Madness Blunt and deadly. |
manaburning stralite mace of erosion (Madness) (34.5-48.3 power, 5 apr)3.0 T4 mace 1H weapon [Ego] Nature/Disrupt Power 34.5 - 48.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% Melee+ +11 temporal +13 nature On Hit: * 20 arcane resource burn Curse of Madness Blunt and deadly. |
steel mace (Madness) (14.5-20.3 power, 3 apr)3.0 T2 mace 1H weapon [Normal] Power 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Curse of Madness Blunt and deadly. |
stralite mace (Shrouds) (35-49 power, 5 apr)3.0 T4 mace 1H weapon [Normal] Power 35.0 - 49.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% Curse of Shrouds Blunt and deadly. |
Aeragorn the mossy mindstar (Misfortune) (2.5-2.75 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Rare] Nature/Disrupt Power 2.5 - 2.8 Nature Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Mag +5 Wil +6 Con dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) Dmg.mod +4% nature +18% acid On Melee Ret: * Slows global speed by 4% ----- def ----- Crit.dmg- 10.00% ---------- misc Light +3 Infravis +3 Telepathy Dragon Curse of Misfortune 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. |
Brenymahir the mossy mindstar (Corpses) (2-2.2 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 2.0 - 2.2 Nature Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Dex +4 Wil +3 Con dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) ----- def ----- Armour +4 Resists +5% physical +12% fire Phys.save +4 (+2 eff.) Blind- +10% Cut- +15% Curse of Corpses 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. |
Korudumadin the pulsing mindstar (Madness) (14-15.4 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Rare] Nature/Psionic Power 14.0 - 15.4 Mind Uses 45% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +6% mind +9% darkness Melee Ret 8 mind 7 darkness ----- def ----- Resists +9% light +24% cold +9% mind +9% temporal Die.at -60.00 life Poison- +15% Curse of Madness 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. |
Urthiretar the Cinderbloom (Shrouds) (16.5-18.15 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 16.5 - 18.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Crit.r2 +8 fire While equipped: Stats +1 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) S.pwr/crit +2 Dmg.mod +6% temporal Res.pen +5% blight ----- def ----- Phys.save +18 (+6 eff.) Spell.save +24 (+5 eff.) Mind.save +16 (+6 eff.) ---------- misc Mana/turn +0.08 Equi/ret +2.50 Hate/kill +4.00 Psi/kill +4.00 Max.vim +20.00 Masteries +0.20 Psionic/Voracity +0.10 Cursed/Dark sustenance Curse of Shrouds Inflict 126.98 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. |
Zubuvea the Flashwither (Nightmares) (18-19.8 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 18.0 - 19.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +8% acid Res.pen +5% lightning On Hit (Melee): * 20 arcane resource burn * Slows global speed by 30% ----- def ----- Resists +6% nature +3% temporal Spell.save +30 (+6 eff.) Max.HP +44.00 HP.reg +1.90 ---------- misc Equi/ret +1.70 Hate/kill +4.00 Psi/kill +5.00 Masteries +0.20 Psionic/Voracity +0.20 Cursed/Dark sustenance Curse of Nightmares Inflict 129.63 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 (Nightmares) (16-17.6 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego] Nature Power 16.0 - 17.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) ----- def ----- Heal.mod +15% Heal/summ +19 Curse of Nightmares 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 pulsing mindstar of clarity (Shrouds) (12.5-13.75 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego] Nature/Psionic Power 12.5 - 13.8 Nature Uses 45% Wil, 25% Cun 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 ----- Mind.save +8 (+3 eff.) Heal.mod +14% Heal/summ +33 ---------- misc Max.psi +26.00 Curse of Shrouds 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 vined mindstar of balance (Shrouds) (5-5.5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 5.0 - 5.5 Mind Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) ----- def ----- Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +3 (+1 eff.) Heal.mod +15% Heal/summ +28 ---------- misc Equi/ret +0.50 Curse of Shrouds 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 (Corpses) (16.5-18.15 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego] Nature/Psionic Power 16.5 - 18.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Cun dps ---------- Mind.crit +5% Crit.mult +17.00% Mind.pwr +10 (+2 eff.) Curse of Corpses 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 life (Nightmares) (17.5-19.25 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego] Nature/Psionic Power 17.5 - 19.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Cun dps ---------- Mind.crit +5% Crit.mult +17.00% Mind.pwr +10 (+2 eff.) ----- def ----- Max.HP +36.00 HP.reg +1.70 Curse of Nightmares 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 (Madness) (17-18.7 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego] Nature/Psionic Power 17.0 - 18.7 Mind Uses 50% Wil, 30% Cun 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 (+2 eff.) Dmg.mod +6% acid ---------- misc Equi/ret +2.00 Curse of Madness 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 (Nightmares) (16-17.6 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego] Nature Power 16.0 - 17.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +19 (+5 eff.) Curse of Nightmares 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 balance (Corpses) (16-17.6 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego] Nature Power 16.0 - 17.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +18 (+4 eff.) ----- def ----- Phys.save +5 (+2 eff.) Spell.save +9 (+2 eff.) Mind.save +7 (+3 eff.) ---------- misc Equi/ret +1.60 Curse of Corpses 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 clarity (Corpses) (16.5-18.15 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego] Nature/Psionic Power 16.5 - 18.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) ----- def ----- Mind.save +3 (+1 eff.) ---------- misc Max.psi +49.00 Curse of Corpses 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 'Flashreaper' (Madness) (2-2.2 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Rare] Nature Power 2.0 - 2.2 Mind Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% Melee+ +8 fire On Hit.r1 +8 acid On Hit: * 41% chance to blind While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) Dmg.mod +4% acid Res.pen +10% light Melee Ret 16 acid 16 fire ----- def ----- Resists +21% fire ---------- misc Equi/ret +0.90 Curse of Madness 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 balance (Nightmares) (16-17.6 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego] Nature Power 16.0 - 17.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +6% nature ----- def ----- Resists +6% blight Phys.save +8 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +8 (+3 eff.) Disease- +15% ---------- misc Equi/ret +2.30 Curse of Nightmares 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 clarity (Misfortune) (13.5-14.85 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego] Nature/Psionic Power 13.5 - 14.9 Nature Uses 45% Wil, 25% Cun 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 +7% nature ----- def ----- Resists +5% blight Mind.save +6 (+2 eff.) Disease- +14% ---------- misc Max.psi +26.00 Curse of Misfortune 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 (Nightmares) (13-14.3 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego] Nature Power 13.0 - 14.3 Nature Uses 45% Wil, 25% Cun 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% nature ----- def ----- Resists +3% blight Max.HP +18.00 HP.reg +0.70 Disease- +19% Curse of Nightmares 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 'Woegrit' (Madness) (12-13.2 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Rare] Nature/Psionic Power 12.0 - 13.2 Nature Uses 45% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Melee+ +20 lightning +16 darkness +8 mind On Hit.r1 +8 darkness While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +6% mind +9% lightning Res.pen +10% darkness ----- def ----- Resists +15% darkness Mind.save +7 (+3 eff.) ---------- misc Max.psi +38.00 Curse of Madness 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 (Madness) (14-15.4 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Normal] Nature Power 14.0 - 15.4 Nature Uses 45% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Curse of Madness 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 resolve (Nightmares) (13.5-14.85 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego] Nature/Psionic Power 13.5 - 14.9 Mind Uses 45% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) ----- def ----- Phys.save +5 (+2 eff.) Curse of Nightmares 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 of nightfall (Misfortune) (10-11 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 10.0 - 11.0 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Dmg.mod +8% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Blind- +15% ---------- misc Masteries +0.20 Cursed/Darkness Curse of Misfortune 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 of slime (Misfortune) (8-8.8 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Disrupt Power 8.0 - 8.8 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Dmg.mod +6% nature On Melee Ret: * Slows global speed by 5% Curse of Misfortune 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. |
vined mindstar 'Jetqueller' (Misfortune) (5-5.5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature This natural sand should be returned to the wyrm. Power 5.0 - 5.5 Mind Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +8 darkness On Hit.r1 +16 mind While equipped: Stats +3 Wil dps ---------- Mind.crit +9% Mind.pwr +14 (+3 eff.) Dmg.mod +9% mind +11% physical Res.pen +26% mind +11% physical Melee Ret 11 physical ----- def ----- Resists +6% darkness +10% physical Curse of Misfortune Burrow: Puts all charms on 17 cooldown Level 1.1 Pwr.cost 17 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 22 of target armor and 11% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. 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. |
vined mindstar (Shrouds) (5-5.5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Normal] Nature Power 5.0 - 5.5 Mind Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Curse of Shrouds 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. |
vined mindstar of life (Madness) (4.5-4.95 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 4.5 - 5.0 Nature Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) ----- def ----- Max.HP +21.00 HP.reg +0.80 Curse of Madness 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. |
wyrm's thorny mindstar (Misfortune) (10-11 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature The natural wyrm seeks an element. Power 10.0 - 11.0 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Melee Ret 5 lightning 5 physical 4 cold 5 fire 5 acid ----- def ----- Resists +4% lightning +3% physical +5% cold +4% acid +5% fire Curse of Misfortune 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. |
Blazesaw the reinforced leather sling (Misfortune)4.0 T4 sling 1H weapon Reqs Shoot [Rare] Master Acc+ +0.1% dam / acc Atk.spd 125% Range +10 While equipped: Stats +6 Dex dps ---------- Dmg.mod +12% fire Res.pen +20% fire ----- def ----- Rng.Def +6 (+2 eff.) Resists +15% acid +2% physical +9% light Phys.save +9 (+3 eff.) Poison- +20% Cut- +20% Stun/Frz- +15% Curse of Misfortune Slings are used to hurl stones or metal shots at your foes. |
Branenik the Torchvortex (Misfortune)4.0 T4 sling 1H weapon Reqs Shoot [Rare] Master Acc+ +0.1% dam / acc Atk.spd 125% Range +9 While equipped: Stats +8 Str +4 Con dps ---------- Phys.pwr +13 (+2 eff.) Dmg.mod +18% fire Res.pen +20% darkness +25% fire ----- def ----- Resists +6% fire ---------- misc Infravis +2 See.Invis +15 Curse of Misfortune Slings are used to hurl stones or metal shots at your foes. |
Ce'Nimina the drakeskin leather sling (Nightmares)4.0 T5 sling 1H weapon Reqs Shoot [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 +4 Str +2 Dex +4 Mag +3 Wil +3 Cun +2 Con dps ---------- Phys.crit +14.0% Crit.mult +5.00% Dmg.mod +9% mind +20% physical Res.pen +14% lightning +20% physical Acc +12 (+3 eff.) ----- def ----- Resists +3% fire Spell.save +3 (+1 eff.) ---------- misc Equi/ret +0.08 Max.psi +50.00 Curse of Nightmares Slings are used to hurl stones or metal shots at your foes. |
Pitchpride (Shrouds)4.0 T1 sling 1H weapon Reqs Shoot [Rare] Disrupt Acc+ +0.1% dam / acc Atk.spd 125% Range +6 On Hit: * 41% chance to inflict 15% damage reduction While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +7 (+2 eff.) On Hit (Ranged): * 9 arcane resource burn ----- def ----- Resists +24% acid +9% cold Cut- +20% Silence- +10% Pinning- +25% Stun/Frz- +25% Teleport- +45% ---------- misc Masteries +0.20 Wild-gift/Antimagic Curse of Shrouds Slings are used to hurl stones or metal shots at your foes. |
Polakira (Shrouds)4.0 T3 sling 1H weapon Reqs Shoot [Rare] Master Acc+ +0.1% dam / acc Atk.spd 125% Range +8 On Crit.r2 +4 physical While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+1 eff.) Dmg.mod +17% physical Res.pen +17% physical ----- def ----- Resists +3% physical Heal.mod +10% ---------- misc Light +3 See.Invis +25 Curse of Shrouds Slings are used to hurl stones or metal shots at your foes. |
Zeruntir (Nightmares)4.0 T4 sling 1H weapon Reqs Shoot [Rare] Master Acc+ +0.1% dam / acc Atk.spd 125% Range +9 On Crit.r2 +10 acid While equipped: Stats +6 Str +2 Dex dps ---------- Phys.pwr +13 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Resists +12% blight +2% physical +12% fire Mind.save +9 (+3 eff.) Pinning- +15% Curse of Nightmares Slings are used to hurl stones or metal shots at your foes. |
cured leather sling (Misfortune)4.0 T2 sling 1H weapon Reqs Shoot [Normal] Acc+ +0.1% dam / acc Atk.spd 125% Range +7 Curse of Misfortune Slings are used to hurl stones or metal shots at your foes. |
fungal reinforced leather sling of power (Madness)4.0 T4 sling 1H weapon Reqs Shoot [Ego] Nature/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +9 While equipped: Stats +5 Con dps ---------- Dmg.mod +16% physical Res.pen +14% physical ---------- misc Masteries +0.20 Wild-gift/Fungus Curse of Madness Regenerate 180 life over 5 turns Puts all charms on 12 cooldown Slings are used to hurl stones or metal shots at your foes. |
hardened leather sling (Madness)4.0 T3 sling 1H weapon Reqs Shoot [Normal] Acc+ +0.1% dam / acc Atk.spd 125% Range +8 Curse of Madness Slings are used to hurl stones or metal shots at your foes. |
mighty reinforced leather sling of power (Corpses)4.0 T4 sling 1H weapon Reqs Shoot [Ego] Master Acc+ +0.1% dam / acc Atk.spd 125% Range +9 While equipped: Stats +5 Str dps ---------- Phys.pwr +9 (+2 eff.) Dmg.mod +13% physical Res.pen +12% physical Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
mighty rough leather sling of power (Madness)4.0 T1 sling 1H weapon Reqs Shoot [Ego] Master Acc+ +0.1% dam / acc Atk.spd 125% Range +6 While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+1 eff.) Dmg.mod +9% physical Res.pen +11% physical Curse of Madness Slings are used to hurl stones or metal shots at your foes. |
reinforced leather sling of acid (Corpses)4.0 T4 sling 1H weapon Reqs Shoot [Ego] Arcane Acc+ +0.1% dam / acc Atk.spd 125% Range +9 Ranged+ +13 acid While equipped: dps ---------- Dmg.mod +16% acid Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
rough leather sling 'Sepsisriver' (Madness)4.0 T1 sling 1H weapon Reqs Shoot [Rare] Master Acc+ +0.1% dam / acc Atk.spd 125% Range +6 On Hit.r1 +10 nature +8 mind On Hit: * Slows global speed by 40% While equipped: Stats +4 Cun dps ---------- Res.pen +12% physical ----- def ----- Resists +9% acid +9% fire Mind.save +9 (+3 eff.) Disarm- +10% Knockbk- +15% Def/telep +15 Curse of Madness Slings are used to hurl stones or metal shots at your foes. |
steady hardened leather sling (Madness)4.0 T3 sling 1H weapon Reqs Shoot [Ego] Master Acc+ +0.1% dam / acc Atk.spd 125% Range +8 While equipped: dps ---------- Phys.crit +4.0% Acc +11 (+2 eff.) Curse of Madness Slings are used to hurl stones or metal shots at your foes. |
Airsin the ash vilestaff (Madness) (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Rare] Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +28 lightning On Crit.r2 +12 lightning While equipped: dps ---------- Phys.crit +9.0% Spell.crit +2% Crit.mult +13.00% Spell.pwr +6 (+1 eff.) Dmg.mod +6% light +27% fire Res.pen +26% lightning +20% fire ----- def ----- Resists +6% light +9% fire ---------- misc Talents +1 Command Staff Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
Aluneg (Shrouds) (20-24 power, 4 apr, cold element)5.0 T3 staff 2H weapon [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +16 physical On Crit.r2 +20 physical While equipped: dps ---------- Phys.crit +11.0% Spell.crit +3% Crit.mult +25.00% Spell.pwr +9 (+2 eff.) Dmg.mod +20% cold ----- def ----- Armour +6 Resists +6% blight Mind.save +15 (+5 eff.) Heal.mod +10% ---------- misc Talents +1 Command Staff Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
Bethudhesema (Misfortune) (30-36 power, 6 apr, arcane element)5.0 T5 staff 2H weapon [Random Unique] Nature/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Slows global speed by 20% While equipped: Stats +2 Mag +1 Wil +13 Con dps ---------- Phys.crit +15.0% Spell.crit +5% Crit.mult +20.00% Spell.pwr +33 (+6 eff.) Dmg.mod +30% arcane On Hit (Melee): * Slows global speed by 31% ----- def ----- Resists +9% lightning HP.reg +3.70 Heal.mod +60% ---------- misc Telepathy Demon/Minor Demon/Major Talents +1 Command Staff Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
Bolbum's Big Knocker (Madness) (64-76.8 power, 10 apr, physical element)5.0 T3 staff 2H weapon [Unique] Arcane Power 64.0 - 76.8 Physical Uses 140% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +10 Atk.spd 100% Melee+ +10% confusion While equipped: dps ---------- Spell.crit +18% Spell.pwr +12 (+2 eff.) Dmg.mod +20% physical Acc +7 (+1 eff.) ---------- misc Masteries +0.20 Spell/Staff combat Curse of Madness Channel Staff: Level 2.0 Pwr.cost 5 out of 20/20. Range 8 Travel.spd 2000% of base Is a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
Brandedge the dragonbone vilestaff (Nightmares) (30-36 power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Random Unique] Nature Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +4 fire On Hit.r1 +4 light +8 fire While equipped: Stats +14 Con dps ---------- Spell.crit +5% Spell.pwr +34 (+7 eff.) Dmg.mod +30% darkness Res.pen +5% light Melee Ret 16 fire On Hit (Melee): * 50% chance to blind ----- def ----- Defense +15 (+5 eff.) HP.reg +3.00 Heal.mod +54% ---------- misc Light +3 Talents +1 Command Staff Curse of Nightmares 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 102.20 light damage. Staves designed for wielders of magic, by the greats of the art. |
Ce'Narin the yew starstaff (Corpses) (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Cun dps ---------- Phys.crit +11.0% Spell.crit +3% Crit.mult +36.00% Spell.pwr +9 (+2 eff.) Mind.pwr +4 (+1 eff.) Dmg.mod +20% physical Acc +4 (+1 eff.) ----- def ----- Resists +6% temporal +2% physical Max.HP +30.00 ---------- misc Psi/ret +0.12 Telepathy Humanoid/Orc Talents +1 Command Staff Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
Corpseoath the elm vilestaff (Misfortune) (10-12 power, 2 apr, acid element)5.0 T1 staff 2H weapon [Rare] Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% Melee+ +16 nature On Crit.r2 +8 mind While equipped: dps ---------- Spell.crit +1% Mind.crit +2% Spell.pwr +3 (+0 eff.) Mind.pwr +20 (+5 eff.) Dmg.mod +10% acid +15% nature On Hit (Melee): * Slows global speed by 31% * 8% chance to blind ----- def ----- Defense +7 (+2 eff.) Mind.save +6 (+2 eff.) ---------- misc Light +3 Talents +1 Command Staff Curse of Misfortune 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 137.63 light damage. Staves designed for wielders of magic, by the greats of the art. |
Corruptionstone (Corpses) (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon [Rare] Nature Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +28 nature +12 fire On Hit.r1 +12 nature +8 lightning While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+2 eff.) Dmg.mod +6% nature +25% fire On Hit (Melee): * Slows global speed by 31% * 17% chance to blind ----- def ----- Defense +10 (+3 eff.) ---------- misc Light +5 Talents +1 Command Staff Curse of Corpses 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 137.63 light damage. Staves designed for wielders of magic, by the greats of the art. |
Duvoharahell (Corpses) (10-12 power, 2 apr, cold element)5.0 T1 staff 2H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +5 Str +4 Dex dps ---------- Phys.crit +7.0% Spell.crit +1% Crit.mult +27.00% Spell.pwr +3 (+0 eff.) Dmg.mod +10% cold Res.pen +20% mind ----- def ----- Resists +9% mind Mind.save +12 (+4 eff.) ---------- misc Max.hate +10.00 See.Invis +15 Talents +1 Command Staff Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
Gilothad (Corpses) (10-12 power, 2 apr, temporal element)5.0 T1 staff 1H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+0 eff.) Dmg.mod +10% temporal ----- def ----- Armour +2 Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Resists +12% blight +9% fire +12% mind +6% darkness Spell.save +37 (+8 eff.) Confus- +20% ---------- misc Talents +1 Command Staff Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
Infernotickler (Shrouds) (20-24 power, 4 apr, light element)5.0 T3 staff 2H weapon [Rare] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +16 fire While equipped: Stats +9 Dex +2 Wil +4 Cun dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) Dmg.mod +20% light On Hit (Melee): * 10% chance to blind ----- def ----- Defense +11 (+4 eff.) Resists +9% acid +12% temporal +12% blight Spell.save +30 (+6 eff.) ---------- misc Light +4 See.Invis +12 Talents +1 Command Staff Curse of Shrouds 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 137.63 light damage. Staves designed for wielders of magic, by the greats of the art. |
Kindleroar (Shrouds) (15-18 power, 3 apr, light element)5.0 T2 staff 2H weapon [Rare] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +16 light While equipped: Stats +3 Cun dps ---------- Spell.crit +2% Spell.pwr +6 (+1 eff.) Dmg.mod +15% light On Hit (Melee): * 11% chance to blind ----- def ----- Armour +10 Defense +9 (+3 eff.) Fatigue -8% Resists +2% physical Phys.save +40 (+11 eff.) Heal.mod +15% ---------- misc Light +4 Talents +1 Command Staff Curse of Shrouds 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 137.63 light damage. Staves designed for wielders of magic, by the greats of the art. |
Lorulathakor the elm vilestaff (Shrouds) (10-12 power, 2 apr, acid element)5.0 T1 staff 2H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% Melee+ +16 mind While equipped: dps ---------- Phys.crit +7.0% Spell.crit +1% Crit.mult +22.00% Spell.pwr +3 (+0 eff.) Dmg.mod +10% acid Res.pen +20% mind ----- def ----- Armour +6 Resists +15% acid +5% physical Heal/summ +20 Stun/Frz- +40% ---------- misc Talents +1 Command Staff Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
Mucuspulverizer the yew starstaff (Misfortune) (26-31.2 power, 7 apr, physical element)5.0 T3 staff 2H weapon [Rare] Master Power 26.0 - 31.2 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +7 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Str dps ---------- Phys.crit +11.0% Spell.crit +3% Crit.mult +15.00% Phys.pwr +6 (+1 eff.) Spell.pwr +9 (+2 eff.) Dmg.mod +12% nature +20% physical Res.pen +10% nature +20% fire ----- def ----- Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Resists +6% nature ---------- misc Talents +1 Command Staff Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
Staff of Absorption7.0 staff 2H weapon [Plot Item] Unknown Power 30.0 - 33.0 Arcane Uses 100% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 While equipped: dps ---------- Spell.crit +10% Spell.pwr +20 (+4 eff.) Acc +20 (+5 eff.) Absorb energies. Uses 554 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
Staff of Arcane Supremacy (Misfortune) (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon [Unique] Arcane A true understanding of the arcane is needed to release its full power. Power 20.0 - 24.0 Arcane Uses 150% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.pwr +20 (+4 eff.) Dmg.mod +20% arcane ---------- misc Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Curse of Misfortune Arcane Supremacy: Level 3.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
Tarraldil the Magmawrack (Shrouds) (25-30 power, 5 apr, cold element)5.0 T4 staff 2H weapon [Rare] Nature Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% On Crit.r2 +12 fire While equipped: Stats +5 Str +7 Cun +5 Con dps ---------- Spell.crit +4% Spell.pwr +12 (+2 eff.) Dmg.mod +25% cold Res.pen +25% fire On Hit (Melee): * 17% chance to blind ----- def ----- Defense +13 (+4 eff.) Resists +12% fire ---------- misc Light +5 Talents +1 Command Staff Curse of Shrouds 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 137.63 light damage. Staves designed for wielders of magic, by the greats of the art. |
Teroddandil the Hellsshear (Madness) (25-30 power, 5 apr, light element)5.0 T4 staff 2H weapon [Rare] Nature Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% On Hit.r1 +12 fire While equipped: Stats +8 Mag +3 Wil +4 Cun dps ---------- Spell.crit +4% Spell.pwr +12 (+2 eff.) Dmg.mod +25% light Res.pen +25% fire On Hit (Melee): * 17% chance to blind ----- def ----- Defense +13 (+4 eff.) Fatigue -6% ---------- misc Light +5 Infravis +3 Talents +1 Command Staff Curse of Madness 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 102.20 light damage. Staves designed for wielders of magic, by the greats of the art. |
cruel elven-wood magestaff of might (Corpses) (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon [Ego] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +9.0% Spell.crit +15% Crit.mult +14.00% Spell.pwr +12 (+2 eff.) Dmg.mod +25% fire ---------- misc Talents +1 Command Staff Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
cruel yew magestaff (Misfortune) (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Ego] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +3% Crit.mult +15.00% Spell.pwr +9 (+2 eff.) Dmg.mod +20% fire ---------- misc Talents +1 Command Staff Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
cruel yew vilestaff of might (Corpses) (20-24 power, 4 apr, acid element)5.0 T3 staff 2H weapon [Ego] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +9.0% Spell.crit +11% Crit.mult +13.00% Spell.pwr +9 (+2 eff.) Dmg.mod +20% acid ---------- misc Talents +1 Command Staff Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Karab' (Misfortune) (30-36 power, 6 apr, acid element)5.0 T5 staff 2H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +17% Spell.pwr +41 (+8 eff.) S.pwr/crit +10 Dmg.mod +30% acid ----- def ----- Armour +6 Resists +6% light Spell.save +10 (+2 eff.) Blind- +15% Confus- +5% Pinning- +15% Stun/Frz- +5% ---------- misc Mana/turn +0.33 Talents +1 Command Staff Curse of Misfortune Channel mana (increasing mana regeneration by 500% for ten turns) Puts all charms on 17 cooldown Staves designed for wielders of magic, by the greats of the art. |
earthen elm vilestaff of projection (Corpses) (10-12 power, 2 apr, fire element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +6 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +3 Hardiness +4% Phys.save +3 (+1 eff.) ---------- misc Talents +1 Command Staff Curse of Corpses Project a bolt elemental energy from the staff (to range 6) dealing 48.58 to 58.30 fire damage Puts all charms on 3 cooldown Staves designed for wielders of magic, by the greats of the art. |
earthen elven-wood vilestaff of projection (Nightmares) (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon [Ego] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +14 (+3 eff.) Dmg.mod +25% fire ----- def ----- Armour +7 Hardiness +7% Phys.save +6 (+2 eff.) ---------- misc Talents +1 Command Staff Curse of Nightmares Project a bolt elemental energy from the staff (to range 9) dealing 63.34 to 76.01 fire damage Puts all charms on 3 cooldown Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff (Madness) (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+0 eff.) Dmg.mod +10% darkness ---------- misc Talents +1 Command Staff Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff (Madness) (25-30 power, 5 apr, cold element)5.0 T4 staff 2H weapon [Normal] Power 25.0 - 30.0 Physical Uses 80% Mag 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 (+2 eff.) Dmg.mod +25% cold ---------- misc Talents +1 Command Staff Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff of fate (Corpses) (25-30 power, 5 apr, arcane element)5.0 T4 staff 2H weapon [Ego] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +12 (+2 eff.) Dmg.mod +25% arcane ----- def ----- Phys.save +9 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+4 eff.) ---------- misc Talents +1 Command Staff Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff of might (Nightmares) (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon [Ego] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +14% Spell.pwr +12 (+2 eff.) Dmg.mod +25% fire ---------- misc Talents +1 Command Staff Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
elven-wood starstaff of warding (Misfortune) (25-30 power, 5 apr, temporal element)5.0 T4 staff 2H weapon [Ego] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag 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 (+2 eff.) Dmg.mod +25% temporal ----- def ----- Armour +7 Defense +7 (+2 eff.) ---------- misc Wards +2 temporal Talents +1 Command Staff +4 Ward Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
elven-wood vilestaff (Madness) (25-30 power, 5 apr, acid element)5.0 T4 staff 2H weapon [Normal] Power 25.0 - 30.0 Physical Uses 80% Mag 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 (+2 eff.) Dmg.mod +25% acid ---------- misc Talents +1 Command Staff Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
elven-wood vilestaff of fate (Shrouds) (25-30 power, 5 apr, acid element)5.0 T4 staff 2H weapon [Ego] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Spell.pwr +12 (+2 eff.) Dmg.mod +25% acid ----- def ----- Phys.save +10 (+4 eff.) Spell.save +13 (+3 eff.) Mind.save +10 (+4 eff.) ---------- misc Talents +1 Command Staff Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
elven-wood vilestaff of fate (Shrouds) (25-30 power, 5 apr, blight element)5.0 T4 staff 2H weapon [Ego] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +12 (+2 eff.) Dmg.mod +25% blight ----- def ----- Phys.save +9 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +12 (+4 eff.) ---------- misc Talents +1 Command Staff Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
elven-wood vilestaff of might (Shrouds) (25-30 power, 5 apr, darkness element)5.0 T4 staff 2H weapon [Ego] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +16% Spell.pwr +12 (+2 eff.) Dmg.mod +25% darkness ---------- misc Talents +1 Command Staff Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
potent ash magestaff (Corpses) (20-24 power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag 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 +9 (+2 eff.) Dmg.mod +20% arcane ---------- misc Talents +1 Command Staff Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
potent ash vilestaff (Madness) (21-25.2 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego] Arcane Power 21.0 - 25.2 Physical Uses 80% Mag 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 +9 (+2 eff.) Dmg.mod +21% darkness ---------- misc Talents +1 Command Staff Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
potent elven-wood starstaff (Shrouds) (31-37.2 power, 5 apr, temporal element)5.0 T4 staff 2H weapon [Ego] Arcane Power 31.0 - 37.2 Physical Uses 80% Mag 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 +15 (+3 eff.) Dmg.mod +31% temporal ---------- misc Talents +1 Command Staff Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
potent elven-wood starstaff of might (Shrouds) (34-40.8 power, 5 apr, darkness element)5.0 T4 staff 2H weapon [Ego] Arcane Power 34.0 - 40.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Spell.pwr +16 (+3 eff.) Dmg.mod +34% darkness ---------- misc Talents +1 Command Staff Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
surging elm starstaff of power (Corpses) (10-12 power, 2 apr, physical element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag 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 +9 (+2 eff.) S.pwr/crit +4 Dmg.mod +10% physical ---------- misc Talents +1 Command Staff Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
surging elven-wood starstaff of illumination (Corpses) (25-30 power, 5 apr, temporal element)5.0 T4 staff 2H weapon [Ego] Arcane/Nature Power 25.0 - 30.0 Physical Uses 80% Mag 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 (+2 eff.) S.pwr/crit +8 Dmg.mod +25% temporal On Hit (Melee): * 14% chance to blind ----- def ----- Defense +13 (+4 eff.) ---------- misc Light +5 Talents +1 Command Staff Curse of Corpses 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 102.20 light damage. Staves designed for wielders of magic, by the greats of the art. |
surging yew starstaff of projection (Shrouds) (20-24 power, 4 apr, temporal element)5.0 T3 staff 2H weapon [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +13 (+2 eff.) S.pwr/crit +5 Dmg.mod +20% temporal ---------- misc Talents +1 Command Staff Curse of Shrouds Project a bolt elemental energy from the staff (to range 8) dealing 59.08 to 70.90 temporal damage Puts all charms on 3 cooldown Staves designed for wielders of magic, by the greats of the art. |
yew magestaff 'Burnspitter' (Misfortune) (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Rare] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +12 fire On Hit.r1 +12 fire While equipped: Stats +6 Con +3 Wil dps ---------- Spell.crit +3% Spell.pwr +17 (+3 eff.) Dmg.mod +20% lightning On Hit (Melee): * 20 arcane resource burn * Slows global speed by 31% ----- def ----- Fatigue -4% Resists +6% nature Spell.save +31 (+7 eff.) HP.reg +1.40 Heal.mod +22% ---------- misc Light +2 Talents +1 Command Staff Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
yew magestaff 'Startitan' (Madness) (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +24 mind On Hit.r1 +12 light On Hit: * 40% chance to blind While equipped: dps ---------- Phys.crit +11.0% Spell.crit +3% Mind.crit +2% Crit.mult +16.00% Spell.pwr +9 (+2 eff.) Dmg.mod +20% fire Res.pen +20% mind On Hit (Melee): * 30% chance to blind ----- def ----- Resists +9% light Mind.save +30 (+10 eff.) ---------- misc Equi/ret +0.16 Hate/m.crit +2.00 Talents +1 Command Staff Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
fungal stralite steamgun (Misfortune)4.0 T4 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Nature/Steamtech Acc+ +0.1% dam / acc Apr +20 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +5 Con ---------- misc Masteries +0.10 Wild-gift/Fungus Curse of Misfortune Regenerate 158 life over 5 turns Puts all charms on 12 cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
fungal stralite steamgun of power (Corpses)4.0 T4 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Nature/Master/Steamtech Acc+ +0.1% dam / acc Apr +20 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +3 Con dps ---------- Dmg.mod +15% physical Res.pen +12% physical ---------- misc Masteries +0.20 Wild-gift/Fungus Curse of Corpses Regenerate 182 life over 5 turns Puts all charms on 12 cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty steel steamgun of cunning (+3) (Nightmares)4.0 T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Master/Steamtech Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +3 Cun +3 Str dps ---------- Phys.pwr +8 (+1 eff.) Res.pen +13% physical Curse of Nightmares Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty stralite steamgun of cunning (+4) (Madness)4.0 T4 steamgun 1H weapon Reqs Shoot Steam Pool [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 +4 Cun dps ---------- Phys.pwr +10 (+2 eff.) Res.pen +10% physical Curse of Madness Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
overgrown stralite steamgun of power (Misfortune)4.0 T4 steamgun 1H weapon Reqs Shoot Steam Pool [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 +2.10 Curse of Misfortune Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
overgrown stralite steamgun of power (Shrouds)4.0 T4 steamgun 1H weapon Reqs Shoot Steam Pool [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 +17% physical Res.pen +11% physical ----- def ----- HP.reg +2.00 Curse of Shrouds Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
ranger's dwarven-steel steamgun (Madness)4.0 T3 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] 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 Curse of Madness Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
ranger's dwarven-steel steamgun (Shrouds)4.0 T3 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] 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 Curse of Shrouds Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
ranger's stralite steamgun of power (Misfortune)4.0 T4 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Master/Steamtech Acc+ +0.1% dam / acc Apr +20 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +4 Dex dps ---------- Dmg.mod +16% physical Res.pen +16% physical Curse of Misfortune Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steel steamgun of power (Madness)4.0 T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Master/Steamtech Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +12% physical Res.pen +12% physical Curse of Madness Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
strafer's dwarven-steel steamgun (Nightmares)4.0 T3 steamgun 1H weapon Reqs Shoot Steam Pool [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 +7 (+1 eff.) ---------- misc Cooldown Strafe -2 Curse of Nightmares Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
strafer's stralite steamgun of cunning (+5) (Nightmares)4.0 T4 steamgun 1H weapon Reqs Shoot Steam Pool [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 +5 Cun dps ---------- Res.pen +18% physical Acc +10 (+2 eff.) ---------- misc Cooldown Strafe -2 Curse of Nightmares Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
balanced stralite steamsaw of erosion (Nightmares) (31.5-47.25 power, 19 apr)3.0 T4 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Master/Steamtech Power 31.5 - 47.3 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +70 Melee+ +13 nature +17 temporal Uses 1.0 Steam While equipped: dps ---------- Acc +10 (+2 eff.) ----- def ----- Armour +5 Defense +18 (+6 eff.) Fatigue +10% Disarm- +30% ---------- misc Talents +2 Block Curse of Nightmares 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 (Shrouds) (39.5-59.25 power, 25 apr)3.0 T5 steamsaw 1H weapon Reqs Steam Pool [Ego] Master/Steamtech Power 39.5 - 59.3 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +104 Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +17 (+6 eff.) Fatigue +12% Proj.evade +11% ---------- misc Talents +3 Block Curse of Shrouds 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 physical resistance (+17%) (Nightmares) (40.5-60.75 power, 25 apr)3.0 T5 steamsaw 1H weapon Reqs Steam Pool [Ego] Master/Steamtech Power 40.5 - 60.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +106 Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +15 (+5 eff.) Fatigue +12% Resists +17% physical Proj.evade +13% ---------- misc Talents +3 Block Curse of Nightmares 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! |
flaming voratun steamsaw (Shrouds) (39.5-59.25 power, 25 apr)3.0 T5 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Steamtech Power 39.5 - 59.3 Phys.bleed Uses 100% Str 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 ---------- Melee+ 5 fire Melee Ret 15 fire ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% ---------- misc Talents +3 Block Curse of Shrouds 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 stralite steamsaw of fire resistance (+27%) (Corpses) (31.5-47.25 power, 19 apr)3.0 T4 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Master/Steamtech Power 31.5 - 47.3 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +69 Melee+ +28 insidious poison Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% Resists +27% fire ---------- misc Talents +2 Block Curse of Corpses 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 fire resistance (+15%) (Shrouds) (39-58.5 power, 25 apr)3.0 T5 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Master/Steamtech Power 39.0 - 58.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +98 Melee+ +44 insidious poison Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +15% fire ---------- misc Talents +3 Block Curse of Shrouds 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 voratun steamsaw of acid resistance (+19%) (Misfortune) (39-58.5 power, 25 apr)3.0 T5 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Master/Steamtech Power 39.0 - 58.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +108 Uses 1.0 Steam While equipped: dps ---------- Melee+ 8 lightning Melee Ret 26 lightning ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +19% acid ---------- misc Talents +3 Block Curse of Misfortune 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! |
stralite steamsaw of purity (Nightmares) (30-45 power, 19 apr)3.0 T4 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Steamtech Power 30.0 - 45.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +70 Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% Resists +15% nature +15% blight ---------- misc Talents +2 Block Curse of Nightmares 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 crushing (Misfortune) (41-61.5 power, 25 apr)3.0 T5 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Power 41.0 - 61.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +106 Uses 1.0 Steam While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +8 (+1 eff.) ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% ---------- misc Talents +3 Block Curse of Misfortune 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 fire resistance (+24%) (Misfortune) (39.5-59.25 power, 25 apr)3.0 T5 steamsaw 1H weapon Reqs Steam Pool [Ego] Master/Steamtech Power 39.5 - 59.3 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +96 Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +24% fire ---------- misc Talents +3 Block Curse of Misfortune 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 (Shrouds) (49.5-74.25 power, 25 apr)3.0 T5 steamsaw 1H weapon Reqs Steam Pool [Ego] Master/Steamtech Power 49.5 - 74.3 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +104 Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% ---------- misc Talents +3 Block Curse of Shrouds 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 ruin (Shrouds) (38.5-57.75 power, 25 apr)3.0 T5 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Power 38.5 - 57.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +92 Uses 1.0 Steam While equipped: dps ---------- Phys.crit +7.0% Crit.mult +12.00% Apr +12 ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% ---------- misc Talents +3 Block Curse of Shrouds 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! |
Abyssgash the stralite waraxe (Shrouds) (30.5-42.7 power, 5 apr)3.0 T4 waraxe 1H weapon [Rare] Disrupt Power 30.5 - 42.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Against +17% Unnatural While equipped: Stats +3 Str +6 Dex +5 Wil +10 Con dps ---------- Res.pen +15% fire Melee Ret 20 fire ----- def ----- Fatigue -6% ---------- misc See.Invis +12 Curse of Shrouds One-handed war axes. |
Eilinolerin the steel waraxe (Corpses) (12.5-17.5 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Nature Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 20 arcane resource burn * 17% chance to corrode armour by 30% While equipped: Stats +5 Mag +4 Wil dps ---------- Res.pen +7% acid On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +12% blight +6% darkness Crit.dmg- 15.00% HP.reg +1.30 ---------- misc Light +3 See.Invis +15 Curse of Corpses One-handed war axes. |
acidic steel waraxe (Madness) (14-19.6 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 acid On Crit: * splashes the target with acid Curse of Madness One-handed war axes. |
arcing stralite waraxe (Shrouds) (31.5-44.1 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego] Arcane Power 31.5 - 44.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +17 lightning On Hit: * 25% chance for lightning to arc to a second target Curse of Shrouds One-handed war axes. |
arcing stralite waraxe of massacre (Madness) (41-57.4 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego] Arcane/Master Power 41.0 - 57.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +13 lightning On Hit: * 25% chance for lightning to arc to a second target Curse of Madness One-handed war axes. |
balanced stralite waraxe of erosion (Misfortune) (29.5-41.3 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego] Nature/Master Power 29.5 - 41.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +15 nature +17 temporal While equipped: dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +38% Curse of Misfortune One-handed war axes. |
elemental stralite waraxe (Nightmares) (31.5-44.1 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Arcane Power 31.5 - 44.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% On Hit: * Random elemental explosion While equipped: dps ---------- Res.pen +14% acid +11% fire +13% cold +14% lightning Curse of Nightmares One-handed war axes. |
flaming steel waraxe (Misfortune) (11-15.4 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +11 fire Curse of Misfortune One-handed war axes. |
flaming steel waraxe of massacre (Corpses) (18.5-25.9 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane/Master Power 18.5 - 25.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +8 fire Curse of Corpses One-handed war axes. |
hateful stralite waraxe (Madness) (32-44.8 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego] Psionic Power 32.0 - 44.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +14 darkness Against +17% Living Curse of Madness One-handed war axes. |
steel waraxe 'Flowergash' (Madness) (12-16.8 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 nature On Hit.r1 +8 mind While equipped: dps ---------- Dmg.mod +15% mind Res.pen +15% mind +9% physical Acc +9 (+2 eff.) Apr +8 Melee Ret 12 mind 20 nature ----- def ----- Resists +20% nature +15% mind Curse of Madness One-handed war axes. |
steel waraxe 'Suntouch' (Nightmares) (14.5-20.3 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Nature Power 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +24 insidious poison On Hit.r1 +16 light On Crit.r2 +16 light While equipped: Stats +3 Cun dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +9% fire Melee Ret 12 fire On Hit (Melee): * 31% chance to blind ----- def ----- Resists +6% light Mind.save +30 (+10 eff.) Curse of Nightmares One-handed war axes. |
steel waraxe (Nightmares) (13.5-18.9 power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Curse of Nightmares One-handed war axes. |
stralite waraxe 'Aregorn' (Madness) (31-43.4 power, 5 apr)3.0 T4 waraxe 1H weapon [Rare] Nature Power 31.0 - 43.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +17 nature +17 temporal While equipped: Stats +7 Cun dps ---------- Mind.pwr +10 (+2 eff.) Melee Ret 20 mind ----- def ----- Resists +9% mind ---------- misc Max.psi +40.00 Telepathy Dragon Curse of Madness One-handed war axes. |
stralite waraxe 'Brighttickler' (Madness) (33-46.2 power, 5 apr)3.0 T4 waraxe 1H weapon [Rare] Master Power 33.0 - 46.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +8 acid While equipped: dps ---------- Dmg.mod +6% light Acc +13 (+3 eff.) Melee Ret 16 acid On Hit (Melee): * Slows global speed by 31% ----- def ----- Defense +13 (+4 eff.) Resists +24% fire +6% darkness +9% temporal Disarm- +40% ---------- misc Light +3 Curse of Madness One-handed war axes. |
stralite waraxe (Misfortune) (30.5-42.7 power, 5 apr)3.0 T4 waraxe 1H weapon [Normal] Power 30.5 - 42.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Curse of Misfortune One-handed war axes. |
stralite waraxe (Misfortune) (32.5-45.5 power, 5 apr)3.0 T4 waraxe 1H weapon [Normal] Power 32.5 - 45.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Curse of Misfortune One-handed war axes. |
Benarithel the hardened leather belt (Misfortune)1.0 T3 belt armor [Rare] Nature While equipped: Stats +8 Str +5 Mag +7 Cun dps ---------- Res.pen +20% mind ----- def ----- Resists +11% lightning +11% temporal +6% mind Crit.dmg- 15.00% ---------- misc Light +3 Curse of Misfortune A belt that goes around your waist. |
Duskbait the hardened leather belt (Madness)1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +18% darkness Res.pen +26% darkness Melee Ret 8 darkness On Hit (Melee): * 31% chance to inflict 15% damage reduction ----- def ----- Resists +20% light Max.HP +54.00 ---------- misc Light +2 Curse of Madness A belt that goes around your waist. |
Harymaldil the hardened leather belt (Corpses)1.0 T3 belt armor [Rare] Disrupt While equipped: Stats +3 Str +3 Mag +4 Wil dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Fatigue -8% Resists +10% acid +5% arcane +11% blight Spell.save +31 (+7 eff.) Curse of Corpses A belt that goes around your waist. |
drakeskin leather belt 'Vorawe' (Misfortune)1.0 T5 belt armor [Random Unique] Arcane/Nature/Master While equipped: Stats +6 Str +6 Dex +6 Mag +14 Wil +7 Cun dps ---------- Spell.crit +5% Mind.crit +4% Phys.pwr +9 (+2 eff.) Dmg.mod +6% acid ----- def ----- Phys.save +20 (+6 eff.) Spell.save +34 (+7 eff.) Mind.save +23 (+8 eff.) ---------- misc Hate/m.crit +3.00 Max.hate +4.00 Size +1 Curse of Misfortune A belt that goes around your waist. |
grounding rough leather belt (Misfortune)1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +6% lightning +7% temporal Curse of Misfortune A belt that goes around your waist. |
rough leather belt of life (Shrouds)1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- HP.reg +0.90 Heal.mod +14% Curse of Shrouds A belt that goes around your waist. |
cashmere cloak of Eldoral (Corpses) (2 def, 0 armour)2.0 T3 cloak armor [Ego] Master While equipped: Stats +3 Cun +3 Dex ----- def ----- Defense +2 (+1 eff.) Curse of Corpses 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 battle (Corpses) (2 def, 0 armour)2.0 T3 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +4 (+1 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -4% Curse of Corpses 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 the Shaloren (Madness) (2 def, 0 armour)2.0 T3 cloak armor [Ego] Arcane While equipped: Stats +3 Wil +3 Mag ----- def ----- Defense +2 (+1 eff.) Curse of Madness 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 (Nightmares) (11 def, 0 armour)2.0 T3 cloak armor [Ego] Master While equipped: ----- def ----- Defense +11 (+4 eff.) Phys.save +7 (+3 eff.) Curse of Nightmares 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 (Shrouds) (9 def, 0 armour)2.0 T3 cloak armor [Ego] Master While equipped: ----- def ----- Defense +9 (+3 eff.) Phys.save +9 (+3 eff.) Curse of Shrouds 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 Iron Throne (Corpses) (10 def, 0 armour)2.0 T3 cloak armor [Ego] Master While equipped: Stats +3 Str +3 Con ----- def ----- Defense +10 (+3 eff.) Phys.save +8 (+3 eff.) Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of Iron Throne (Nightmares) (8 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +8 (+3 eff.) Phys.save +6 (+2 eff.) Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal cashmere cloak (Corpses) (2 def, 0 armour)2.0 T3 cloak armor [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Defense +2 (+1 eff.) Mind.save +11 (+4 eff.) Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal cashmere cloak (Nightmares) (2 def, 0 armour)2.0 T3 cloak armor [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Defense +2 (+1 eff.) Mind.save +9 (+3 eff.) Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of Eldoral (Nightmares) (1 def, 6 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +13% cold Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aerydatira the cashmere robe (Shrouds) (2 def, 4 armour)2.0 T3 cloth armor [Rare] Nature While equipped: Stats +9 Con +2 Mag dps ---------- Dmg.mod +16% cold ----- def ----- Armour +4 Defense +2 (+1 eff.) Resists +9% light +24% cold Mind.save +30 (+10 eff.) Blind- +15% Disarm- +10% ---------- misc Telepathy Dragon Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Arcparry (Madness) (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +19% nature +12% acid Melee Ret 12 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +18% acid +16% nature +9% mind Poison- +26% Disease- +23% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Barulastir the Sunoracle (Corpses) (5 def, 0 armour)2.0 T5 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +9 Mag dps ---------- Mind.crit +4% Mind.pwr +9 (+2 eff.) Dmg.mod +19% acid +20% physical +6% light +20% mind +15% temporal Res.pen +13% temporal +11% physical +5% light +35% mind ----- def ----- Defense +5 (+2 eff.) Resists +28% acid +6% mind +9% light Anom.red +13 ---------- misc Psi/turn +0.78 Max.psi +40.00 Light +1 Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Falarab (Misfortune) (0 def, 4 armour)2.0 T2 cloth armor [Rare] Psionic While equipped: Stats +4 Con dps ---------- Phys.crit +6.0% Phys.pwr +4 (+1 eff.) Res.pen +25% physical ----- def ----- Armour +4 Resists +18% mind +18% darkness Phys.save +14 (+5 eff.) Spell.save +14 (+3 eff.) Mind.save +28 (+9 eff.) Die.at -40.00 life HP.reg +0.80 ---------- misc Stam/turn +1.00 Max.psi +20.00 The wearer is asleep. Lucid Dreamer: May act while sleeping Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Nerida (Shrouds) (0 def, 6 armour)2.0 T2 cloth armor [Rare] Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +4 (+1 eff.) ----- def ----- Armour +6 Resists +6% acid +12% temporal +5% arcane Crit.dmg- 15.00% Phys.save +9 (+3 eff.) Mind.save +21 (+7 eff.) Cut- +25% Silence- +10% Def/telep +15 Res/telep +15% Dur/telep +15% Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Zubydakira the cashmere robe (Madness) (6 def, 4 armour)2.0 T3 cloth armor [Rare] Master While equipped: dps ---------- Crit.mult +6.00% ----- def ----- Armour +4 Defense +6 (+2 eff.) Resists +9% acid +5% physical Phys.save +44 (+12 eff.) Spell.save +6 (+2 eff.) Blind- +15% Poison- +20% ---------- misc Stam/turn +1.40 Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing cashmere robe of the mountain (+13%) (Corpses) (2 def, 0 armour)2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: Stats +6 Wil +6 Mag dps ---------- Dmg.mod +13% physical ----- def ----- Defense +2 (+1 eff.) Resists +13% physical ---------- misc Mana/turn +0.17 Psi/turn +0.24 Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe of darkness (+21%) (Misfortune) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane/Psionic While equipped: Stats +5 Wil +6 Mag dps ---------- Dmg.mod +14% darkness ----- def ----- Resists +21% darkness ---------- misc Mana/turn +0.20 Psi/turn +0.14 Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe of frost (+21%) (Nightmares) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Wil +5 Mag dps ---------- Dmg.mod +14% cold ----- def ----- Resists +21% cold ---------- misc Mana/turn +0.12 Psi/turn +0.12 Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of the mind (+12%) (Shrouds) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Psionic While equipped: dps ---------- Dmg.mod +12% mind ----- def ----- Resists +12% mind Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven elven-silk robe of corrosion (+28%) (Madness) (5 def, 0 armour)2.0 T5 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +6% Mind.pwr +5 (+1 eff.) Dmg.mod +19% acid ----- def ----- Defense +5 (+2 eff.) Resists +28% acid Mind.save +24 (+8 eff.) Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe (Shrouds) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) ----- def ----- Mind.save +17 (+6 eff.) Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven silk robe (Nightmares) (3 def, 0 armour)2.0 T4 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +5 (+1 eff.) ----- def ----- Defense +3 (+1 eff.) Mind.save +20 (+7 eff.) Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe (Madness) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +4 (+1 eff.) ----- def ----- Mind.save +19 (+7 eff.) Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy cashmere robe of protection (Madness) (6 def, 3 armour)2.0 T3 cloth armor [Ego] Disrupt/Master While equipped: dps ---------- On Melee Ret: * Slows global speed by 6% * 6 arcane resource burn ----- def ----- Armour +3 Defense +6 (+2 eff.) Phys.save +18 (+6 eff.) Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy linen robe of the mind (+12%) (Nightmares) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Disrupt/Psionic While equipped: dps ---------- Dmg.mod +12% mind On Melee Ret: * Slows global speed by 4% * 4 arcane resource burn ----- def ----- Resists +12% mind Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Blazeradiance the pair of iron boots (Madness) (4 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +4 Dex +4 Wil ----- def ----- Armour +3 Defense +4 (+1 eff.) Rng.Def +4 (+1 eff.) Fatigue -8% Resists +9% light ---------- misc Light +3 Telepathy Demon/Minor Demon/Major Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glinttrial the pair of drakeskin leather boots (Corpses) (0 def, 11 armour)2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +9 Wil +8 Mag dps ---------- Mind.pwr +6 (+1 eff.) Dmg.mod +6% light ----- def ----- Armour +11 Fatigue +5% Mind.save +15 (+5 eff.) ---------- misc Max.hate +2.00 Infravis +3 Telepathy Dragon Curse of Corpses Blink to a nearby random location (rad 40) Puts all charms on 14 cooldown A pair of boots made of leather. |
Layeseta (Misfortune) (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Master While equipped: Stats +4 Str +3 Dex +4 Con ----- def ----- Armour +5 Fatigue -5% Resists +13% fire +9% darkness +22% cold Phys.save +12 (+4 eff.) Disarm- +10% Stun/Frz- +15% Knockbk- +10% ---------- misc Max.enc +48 See.Invis +9 Curse of Misfortune Rush: Puts all charms on 14 cooldown Level 3.0 Pwr.cost 14 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Salaramina (Shrouds) (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Mag +5 Wil dps ---------- Phys.pwr +8 (+1 eff.) Dmg.mod +12% physical Apr +7 ----- def ----- Armour +3 Fatigue -5% Crit.dmg- 15.00% Phys.save +11 (+4 eff.) Heal.mod +20% ---------- misc Max.enc +38 Curse of Shrouds A pair of boots made of leather. |
The Warped Boots (Misfortune) (2 def, 4 armour)3.0 T5 feet armor [Unique] Unknown While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +10 (+2 eff.) ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +8% Resists +10% blight Spell.save +10 (+2 eff.) Max.HP +80.00 HP.reg -0.20 Curse of Misfortune Spit Blight: Level 3.0 Pwr.cost 6 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit blight at your target doing 321.99 blight damage. The damage will increase with your Magic. These blackened boots have lost all vestiges of any former glory they might have had. Now, they are a testament to the corruption of the Deep Bellow, and its power. |
grounding pair of drakeskin leather boots of uncanny dodging (Madness) (8 def, 5 armour)2.0 T5 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +5 Defense +8 (+3 eff.) Rng.Def +6 (+2 eff.) Fatigue +5% Resists +14% lightning +13% temporal Curse of Madness A pair of boots made of leather. |
grounding pair of dwarven-steel boots of uncanny dodging (Corpses) (5 def, 4 armour)3.0 T3 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +5 (+2 eff.) Rng.Def +6 (+2 eff.) Fatigue +3% Resists +8% lightning +8% temporal Curse of Corpses 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 rough leather boots (Misfortune) (0 def, 1 armour)2.0 T1 feet armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +7% temporal Curse of Misfortune A pair of boots made of leather. |
insulating pair of dwarven-steel boots (Shrouds) (0 def, 4 armour)3.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +3% Resists +11% cold +10% fire Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of hardened leather boots of tirelessness (Madness) (0 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +9% cold +9% fire ---------- misc Stam/turn +0.50 Max.stam +21.00 Curse of Madness A pair of boots made of leather. |
insulating pair of voratun boots (Corpses) (0 def, 5 armour)3.0 T5 feet armor [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue +4% Resists +11% cold +12% fire Curse of Corpses 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 drakeskin leather boots of uncanny dodging (Nightmares) (7 def, 13 armour)2.0 T5 feet armor [Ego] Master While equipped: ----- def ----- Armour +13 Defense +7 (+2 eff.) Rng.Def +6 (+2 eff.) Fatigue +5% ---------- misc Infravis +2 Curse of Nightmares A pair of boots made of leather. |
miner's pair of dwarven-steel boots of tirelessness (Corpses) (0 def, 11 armour)3.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +11 Fatigue +3% ---------- misc Stam/turn +0.80 Max.stam +16.00 Infravis +1 Curse of Corpses 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 hardened leather boots (Misfortune) (0 def, 10 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +10 Fatigue +3% ---------- misc Infravis +2 Curse of Misfortune A pair of boots made of leather. |
miner's pair of hardened leather boots of tirelessness (Misfortune) (0 def, 10 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +10 Fatigue +3% ---------- misc Stam/turn +0.60 Max.stam +22.00 Infravis +3 Curse of Misfortune A pair of boots made of leather. |
pair of drakeskin leather boots 'Blackjam' (Misfortune) (6 def, 7 armour)2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +2 Wil +2 Cun dps ---------- Phys.crit +9.0% Phys.pwr +11 (+2 eff.) Spell.pwr +5 (+1 eff.) Res.pen +12% physical Apr +11 ----- def ----- Armour +7 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Fatigue +5% Resists +3% darkness +15% fire Blind- +5% Curse of Misfortune A pair of boots made of leather. |
pair of drakeskin leather boots of uncanny dodging (Madness) (8 def, 5 armour)2.0 T5 feet armor [Ego] Master While equipped: ----- def ----- Armour +5 Defense +8 (+3 eff.) Rng.Def +5 (+2 eff.) Fatigue +5% Curse of Madness A pair of boots made of leather. |
pair of dwarven-steel boots of tirelessness (Corpses) (0 def, 4 armour)3.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +3% ---------- misc Stam/turn +0.60 Max.stam +24.00 Curse of Corpses 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 tirelessness (Nightmares) (0 def, 4 armour)3.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +3% ---------- misc Stam/turn +0.70 Max.stam +16.00 Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots (Nightmares) (0 def, 3 armour)2.0 T3 feet armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% Curse of Nightmares A pair of boots made of leather. |
pair of hardened leather boots (Shrouds) (0 def, 3 armour)2.0 T3 feet armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% Curse of Shrouds A pair of boots made of leather. |
pair of hardened leather boots of tirelessness (Corpses) (0 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +3% ---------- misc Stam/turn +0.60 Max.stam +22.00 Curse of Corpses A pair of boots made of leather. |
pair of rough leather boots of uncanny dodging (Shrouds) (3 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Defense +3 (+1 eff.) Rng.Def +4 (+1 eff.) Fatigue +1% Curse of Shrouds A pair of boots made of leather. |
traveler's pair of hardened leather boots (Corpses) (0 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -3% Phys.save +10 (+4 eff.) ---------- misc Max.enc +34 Curse of Corpses A pair of boots made of leather. |
Betawen the Galewrecker (Nightmares) (0 def, 5 armour)1.5 T5 hands armor [Random Unique] Arcane/Master While equipped: Stats +5 Dex +5 Mag +5 Con dps ---------- Phys.crit +2.0% Phys.pwr +2 (+0 eff.) Dmg.mod +10% arcane Acc +23 (+5 eff.) ----- def ----- Armour +5 Phys.save +24 (+7 eff.) Spell.save +10 (+2 eff.) Mind.save +9 (+3 eff.) Disarm- +44% ---------- misc Max.stam +15.00 Curse of Nightmares Juggernaut: (Instant) Puts all charms on 17 cooldown Level 4.0 Pwr.cost 17 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Blastwaker the dwarven-steel gauntlets (Corpses) (0 def, 10 armour)1.5 T3 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 11 physical Dmg.mod +8% physical ----- def ----- Armour +10 Resists +3% temporal +9% darkness +20% blight +3% nature +9% light Spell.save +20 (+4 eff.) Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
Fists of the Desert Scorpion (Corpses) (8 def, 4 armour)1.5 T3 hands armor [Unique] Master/Psionic While equipped: Stats +3 Str +3 Cun +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+3 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Curse of Corpses Mindhook: Level 4.0 Pwr.cost 9 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Glossra the dwarven-steel gauntlets (Shrouds) (0 def, 2 armour)1.5 T3 hands armor [Random Unique] Master/Psionic While equipped: Stats +1 Str +1 Cun +3 Con dps ---------- Acc +8 (+2 eff.) ----- def ----- Armour +2 Resists +3% temporal Phys.save +20 (+6 eff.) Spell.save +5 (+1 eff.) Mind.save +12 (+4 eff.) HP.reg +1.80 Disarm- +56% ---------- misc Stam/turn +1.00 Max.stam +15.00 Curse of Shrouds Juggernaut: (Instant) Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Marduyadurion the hardened leather gloves (Corpses) (9 def, 2 armour)1.0 T3 hands armor [Rare] Master While equipped: Stats +4 Str +7 Dex dps ---------- Acc +19 (+4 eff.) ----- def ----- Armour +2 Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Resists +12% light Crit.dmg- 15.00% Max.HP +20.00 HP.reg +0.60 Heal.mod +30% Knockbk- +15% Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tuthad (Shrouds) (0 def, 1 armour)1.5 T1 hands armor [Rare] Nature While equipped: Stats +5 Dex dps ---------- Melee+ 7 cold Dmg.mod +5% cold ----- def ----- Armour +1 Resists +20% blight +6% cold +15% temporal Crit.dmg- 10.00% Spell.save +30 (+6 eff.) ---------- misc Telepathy Dragon Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
cinder iron gauntlets (Nightmares) (0 def, 1 armour)1.5 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 7 fire Dmg.mod +4% fire ----- def ----- Armour +1 Resists +6% fire Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
corrosive hardened leather gloves of strength (+4) (Madness) (0 def, 2 armour)1.0 T3 hands armor [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +6 (+1 eff.) Melee+ 10 acid Dmg.mod +5% acid ----- def ----- Armour +2 Resists +8% acid Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Flowerransom' (Corpses) (0 def, 13 armour)1.0 T5 hands armor [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Mind.pwr +8 (+2 eff.) Melee+ 16 temporal 26 darkness 31 mind Ranged+ 18 temporal Dmg.mod +9% temporal On Hit (Melee): * 22% chance to cause random gloom ----- def ----- Armour +13 Resists +6% acid +13% temporal +9% mind Crit.dmg- 5.00% Mind.save +6 (+2 eff.) Max.HP +74.00 Blind- +10% ---------- misc Telepathy Demon/Minor Demon/Major Curse of Corpses Ruined Earth: Puts all charms on 12 cooldown Level 3.6 Pwr.cost 12 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 42% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets of dexterity (+4) (Nightmares) (0 def, 2 armour)1.5 T3 hands armor [Ego] Master While equipped: Stats +4 Dex dps ---------- Acc +15 (+3 eff.) ----- def ----- Armour +2 Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves (Corpses) (0 def, 2 armour)1.0 T3 hands armor [Normal] While equipped: ----- def ----- Armour +2 Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves of strength (+4) (Corpses) (0 def, 2 armour)1.0 T3 hands armor [Ego] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +11 (+2 eff.) ----- def ----- Armour +2 Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic voratun gauntlets (Shrouds) (0 def, 8 armour)1.5 T5 hands armor [Ego+] Master While equipped: ----- def ----- Armour +8 Mind.save +11 (+4 eff.) Max.HP +69.00 Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
naturalist's drakeskin leather gloves (Misfortune) (0 def, 3 armour)1.0 T5 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 8 nature Dmg.mod +7% nature ----- def ----- Armour +3 Resists +9% nature Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
naturalist's drakeskin leather gloves of strength (+4) (Misfortune) (0 def, 3 armour)1.0 T5 hands armor [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +12 (+2 eff.) Melee+ 14 nature Dmg.mod +8% nature ----- def ----- Armour +3 Resists +8% nature Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
naturalist's hardened leather gloves of strength (+5) (Corpses) (0 def, 2 armour)1.0 T3 hands armor [Ego] Nature/Master While equipped: Stats +5 Str dps ---------- Phys.pwr +11 (+2 eff.) Melee+ 10 nature Dmg.mod +6% nature ----- def ----- Armour +2 Resists +8% nature Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
naturalist's voratun gauntlets of dexterity (+5) (Misfortune) (0 def, 3 armour)1.5 T5 hands armor [Ego] Nature/Master While equipped: Stats +5 Dex dps ---------- Melee+ 12 nature Dmg.mod +6% nature Acc +19 (+4 eff.) ----- def ----- Armour +3 Resists +8% nature Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
polar drakeskin leather gloves of strength (+5) (Corpses) (0 def, 3 armour)1.0 T5 hands armor [Ego] Nature/Master While equipped: Stats +5 Str dps ---------- Phys.pwr +17 (+3 eff.) Melee+ 11 cold Dmg.mod +6% cold ----- def ----- Armour +3 Resists +6% cold Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Stoketickler' (Misfortune) (0 def, 7 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Acc +13 (+3 eff.) ----- def ----- Armour +7 Resists +12% light +15% temporal Silence- +15% Pinning- +20% Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves of dexterity (+3) (Nightmares) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +11 (+2 eff.) ----- def ----- Armour +1 Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady drakeskin leather gloves of dexterity (+5) (Misfortune) (0 def, 3 armour)1.0 T5 hands armor [Ego] Master/Psionic While equipped: Stats +5 Dex dps ---------- Acc +27 (+6 eff.) ----- def ----- Armour +3 Phys.save +8 (+3 eff.) Mind.save +9 (+3 eff.) Disarm- +31% Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm hardened leather gloves of dexterity (+3) (Corpses) (0 def, 2 armour)1.0 T3 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 8 lightning Dmg.mod +6% lightning Acc +13 (+3 eff.) ----- def ----- Armour +2 Resists +8% lightning Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm rough leather gloves of dexterity (+3) (Corpses) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 7 lightning Dmg.mod +4% lightning Acc +12 (+3 eff.) ----- def ----- Armour +1 Resists +6% lightning Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets (Shrouds) (0 def, 3 armour)1.5 T5 hands armor [Normal] While equipped: ----- def ----- Armour +3 Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets of archery (Nightmares) (0 def, 3 armour)1.5 T5 hands armor [Ego+] Master While equipped: Stats +7 Cun +7 Dex dps ---------- Acc +8 (+2 eff.) Apr +9 ----- def ----- Armour +3 Curse of Nightmares Steady Shot: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets of dexterity (+5) (Misfortune) (0 def, 3 armour)1.5 T5 hands armor [Ego] Master While equipped: Stats +5 Dex dps ---------- Acc +25 (+6 eff.) ----- def ----- Armour +3 Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
Adolemira (Shrouds) (0 def, 5 armour)3.0 T5 head armor [Random Unique] Master While equipped: Stats +5 Str +11 Dex +1 Mag +8 Wil +4 Cun +2 Con dps ---------- Apr +7 ----- def ----- Armour +5 Fatigue -3% Resists +11% blight Mind.save +11 (+4 eff.) ---------- misc Infravis +3 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
The Black Crown (Shrouds) (0 def, 15 armour)3.0 T4 head armor [Unique] Arcane/Master While equipped: Stats +10 Con +10 Wil ----- def ----- Armour +15 Fatigue +5% Resists +20% darkness +20% blight ---------- misc Masteries +0.20 Corruption/Demon seeds +0.20 Corruption/Demonic pact ShadowPwr +5 Increases all saves by your Shadow Power. Curse of Shrouds "For the demon who has everything." |
Turidotar the Dourtickler (Corpses) (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +24% acid +12% darkness Res.pen +26% darkness On Hit (Melee): * 30% chance to blind ----- def ----- Armour +3 Fatigue +5% Resists +15% acid Phys.save +13 (+5 eff.) ---------- misc Light +3 Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cashmere wizard hat of knowledge (Misfortune) (2 def, 0 armour)2.0 T3 head armor [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Defense +2 (+1 eff.) Curse of Misfortune A pointy cloth hat, very wizardly... |
clarifying elven-silk wizard hat of balance (Misfortune) (3 def, 0 armour)2.0 T5 head armor [Ego] Psionic While equipped: Stats +9 Cun ----- def ----- Defense +3 (+1 eff.) Mind.save +12 (+4 eff.) ---------- misc Equi/ret +1.50 Psi/ret +1.80 Hate/ret +2.50 Curse of Misfortune A pointy cloth hat, very wizardly... |
cleansing cashmere wizard hat (Shrouds) (2 def, 0 armour)2.0 T3 head armor [Ego] Disrupt While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +9% nature +9% blight Curse of Shrouds A pointy cloth hat, very wizardly... |
cleansing cashmere wizard hat of balance (Misfortune) (2 def, 0 armour)2.0 T3 head armor [Ego] Disrupt/Psionic While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +10% nature +10% blight ---------- misc Equi/ret +1.50 Psi/ret +1.60 Hate/ret +1.30 Curse of Misfortune A pointy cloth hat, very wizardly... |
cleansing dwarven-steel helm of dexterity (+5) (Nightmares) (0 def, 4 armour)3.0 T3 head armor [Ego] Disrupt/Master While equipped: Stats +5 Dex ----- def ----- Armour +4 Fatigue +4% Resists +11% nature +9% blight Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cleansing iron helm of dexterity (+4) (Madness) (0 def, 3 armour)3.0 T1 head armor [Ego] Disrupt/Master While equipped: Stats +4 Dex ----- def ----- Armour +3 Fatigue +5% Resists +6% nature +7% blight Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
drakeskin leather cap 'Bloomkiss' (Shrouds) (0 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +2 Cun +8 Wil dps ---------- Res.pen +15% acid +15% nature ----- def ----- Armour +5 Fatigue -7% Resists +15% acid +12% blight +29% fire +29% cold +14% lightning Mind.save +12 (+4 eff.) ---------- misc See.Invis +9 Curse of Shrouds A cap made of leather. |
dwarven-steel helm of dexterity (+7) (Shrouds) (0 def, 4 armour)3.0 T3 head armor [Ego] Master While equipped: Stats +7 Dex ----- def ----- Armour +4 Fatigue +4% Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
elven-silk wizard hat 'Chanarirand' (Shrouds) (3 def, 0 armour)2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +15 Cun dps ---------- Spell.pwr +4 (+1 eff.) Dmg.mod +16% darkness Phasing +30% Melee Ret 8 arcane ----- def ----- Defense +3 (+1 eff.) Resists +24% darkness Shield.pwr +15% Mind.save +13 (+5 eff.) HP.reg +5.70 Heal/summ +20 ---------- misc Equi/ret +0.12 Curse of Shrouds A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Kindlesweeper' (Corpses) (3 def, 0 armour)2.0 T5 head armor [Random Unique] Disrupt/Psionic While equipped: Stats +7 Cun +6 Wil dps ---------- Mind.crit +3% Mind.pwr +15 (+4 eff.) Dmg.mod +18% mind Res.pen +5% fire On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +3 (+1 eff.) Resists +6% light +13% nature +15% blight +12% cold +19% mind +5% arcane Phys.save +13 (+5 eff.) Mind.save +19 (+7 eff.) ---------- misc Max.psi +20.00 Curse of Corpses A pointy cloth hat, very wizardly... |
grounding cashmere wizard hat (Corpses) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +9% lightning +11% temporal Curse of Corpses A pointy cloth hat, very wizardly... |
grounding drakeskin leather cap of strength (+7) (Nightmares) (0 def, 5 armour)2.0 T5 head armor [Ego] Nature/Master While equipped: Stats +7 Str ----- def ----- Armour +5 Fatigue +5% Resists +10% lightning +12% temporal Curse of Nightmares A cap made of leather. |
grounding hardened leather cap of constitution (+5) (Madness) (0 def, 3 armour)2.0 T3 head armor [Ego] Nature/Master While equipped: Stats +5 Con ----- def ----- Armour +3 Fatigue +3% Resists +7% lightning +11% temporal Curse of Madness A cap made of leather. |
grounding hardened leather cap of constitution (+5) (Misfortune) (0 def, 3 armour)2.0 T3 head armor [Ego] Nature/Master While equipped: Stats +5 Con ----- def ----- Armour +3 Fatigue +3% Resists +9% lightning +8% temporal Curse of Misfortune A cap made of leather. |
grounding iron helm (Corpses) (0 def, 3 armour)3.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +7% lightning +7% temporal Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding rough leather cap of constitution (+4) (Shrouds) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +4 Con ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal Curse of Shrouds A cap made of leather. |
hardened leather cap 'Goyakira' (Madness) (9 def, 9 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Res.pen +25% acid Apr +7 ----- def ----- Armour +9 Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Fatigue +3% Resists +9% blight +6% fire Disease- +30% Pinning- +50% Curse of Madness A cap made of leather. |
insulating cashmere wizard hat of frost (+8%) (Nightmares) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +12% cold ----- def ----- Defense +2 (+1 eff.) Resists +29% cold +8% fire Curse of Nightmares A pointy cloth hat, very wizardly... |
linen wizard hat (Madness) (1 def, 0 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) Curse of Madness A pointy cloth hat, very wizardly... |
mindwoven elven-silk wizard hat (Madness) (3 def, 0 armour)2.0 T5 head armor [Ego] Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +5 (+1 eff.) ----- def ----- Defense +3 (+1 eff.) ---------- misc Psi/turn +0.28 Curse of Madness A pointy cloth hat, very wizardly... |
miner's dwarven-steel helm of dexterity (+5) (Corpses) (0 def, 7 armour)3.0 T3 head armor [Ego] Master While equipped: Stats +5 Dex ----- def ----- Armour +7 Fatigue +4% ---------- misc Infravis +3 Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's hardened leather cap (Shrouds) (0 def, 6 armour)2.0 T3 head armor [Ego] Master While equipped: ----- def ----- Armour +6 Fatigue +3% ---------- misc Infravis +3 Curse of Shrouds A cap made of leather. |
stabilizing hardened leather cap (Corpses) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +3% Phys.save +16 (+5 eff.) Curse of Corpses A cap made of leather. |
stabilizing hardened leather cap of dexterity (+5) (Misfortune) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +5 Dex ----- def ----- Armour +3 Fatigue +3% Phys.save +16 (+5 eff.) Curse of Misfortune A cap made of leather. |
stabilizing rough leather cap (Corpses) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Phys.save +12 (+4 eff.) Curse of Corpses A cap made of leather. |
voratun helm (Misfortune) (0 def, 5 armour)3.0 T5 head armor [Normal] While equipped: ----- def ----- Armour +5 Fatigue +5% Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Neremira (Corpses) (4 def, 8 armour)14.0 T4 heavy armor [Rare] Psionic While equipped: Stats +3 Str +6 Dex +4 Mag +11 Wil +7 Cun dps ---------- Mind.crit +4% Mind.pwr +6 (+1 eff.) ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +16% Mind.save +41 (+12 eff.) ---------- misc Infravis +3 Curse of Corpses A suit of armour made of mail. |
Salossra the Strikeslice (Madness) (2 def, 11 armour)14.0 T1 heavy armor [Rare] Master While equipped: Stats +2 Con +3 Wil dps ---------- Dmg.mod +9% lightning On Hit (Melee): * 31% chance to daze at end of turn ----- def ----- Armour +11 Defense +2 (+1 eff.) Fatigue +8% Crit.dmg- 15.00% ---------- misc Infravis +2 Telepathy Dragon Humanoid/Orc Curse of Madness A suit of armour made of mail. |
Scale Mail of Kroltar (Madness) (10 def, 18 armour)14.0 T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+3 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Curse of Madness Devouring Flame: Level 3.0 Pwr.cost 28 out of 80/80. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Spit a cloud of flames, doing 33.19 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
cleansing dwarven-steel mail armour of resilience (Madness) (3 def, 8 armour)14.0 T3 heavy armor [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +16% Resists +14% nature +15% blight Max.HP +31.00 Curse of Madness A suit of armour made of mail. |
dwarven-steel mail armour 'Cinderbliss' (Corpses) (3 def, 22 armour)14.0 T3 heavy armor [Rare] Master While equipped: Stats +4 Dex +2 Mag +10 Cun +3 Con dps ---------- Res.pen +15% fire ----- def ----- Armour +22 Defense +3 (+1 eff.) Fatigue +16% Resists +9% light +15% fire Curse of Corpses A suit of armour made of mail. |
hardened steel mail armour (Corpses) (2 def, 13 armour)14.0 T2 heavy armor [Ego+] Master While equipped: ----- def ----- Armour +13 Defense +2 (+1 eff.) Fatigue +14% Resists +7% acid +7% physical +8% fire +7% cold +7% lightning Curse of Corpses A suit of armour made of mail. |
impenetrable stralite mail armour (Madness) (4 def, 15 armour)14.0 T4 heavy armor [Ego] Master While equipped: ----- def ----- Armour +15 Defense +4 (+1 eff.) Fatigue +16% Curse of Madness A suit of armour made of mail. |
impenetrable voratun mail armour (Madness) (5 def, 24 armour)14.0 T5 heavy armor [Ego] Master While equipped: ----- def ----- Armour +24 Defense +5 (+2 eff.) Fatigue +16% Curse of Madness A suit of armour made of mail. |
impenetrable voratun mail armour (Shrouds) (5 def, 18 armour)14.0 T5 heavy armor [Ego] Master While equipped: ----- def ----- Armour +18 Defense +5 (+2 eff.) Fatigue +16% Curse of Shrouds A suit of armour made of mail. |
impenetrable voratun mail armour of acid resistance (Corpses) (5 def, 23 armour)14.0 T5 heavy armor [Ego] Master While equipped: ----- def ----- Armour +23 Defense +5 (+2 eff.) Fatigue +16% Resists +24% acid Curse of Corpses A suit of armour made of mail. |
iron mail armour (Corpses) (2 def, 4 armour)14.0 T1 heavy armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Curse of Corpses A suit of armour made of mail. |
radiant dwarven-steel mail armour (Corpses) (3 def, 8 armour)14.0 T3 heavy armor [Ego+] Nature While equipped: Stats +3 Wil dps ---------- Melee Ret 8 light ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +16% Resists +18% blight +22% darkness ---------- misc Light +1 Curse of Corpses A suit of armour made of mail. |
rejuvenating stralite mail armour of lightning resistance (Corpses) (4 def, 8 armour)14.0 T4 heavy armor [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +16% Resists +22% lightning HP.reg +4.80 ---------- misc Stam/turn +1.30 Curse of Corpses A suit of armour made of mail. |
rejuvenating voratun mail armour of acid resistance (Misfortune) (5 def, 10 armour)14.0 T5 heavy armor [Ego] Nature/Master While equipped: ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +16% Resists +25% acid HP.reg +5.60 ---------- misc Stam/turn +1.60 Curse of Misfortune A suit of armour made of mail. |
spiked voratun mail armour (Misfortune) (5 def, 10 armour)14.0 T5 heavy armor [Ego] Master While equipped: dps ---------- Melee Ret 16 physical ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +16% Curse of Misfortune A suit of armour made of mail. |
voratun mail armour 'Urthantir' (Misfortune) (5 def, 26 armour)14.0 T5 heavy armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +15% arcane Res.pen +20% acid On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Armour +26 Defense +5 (+2 eff.) Fatigue +16% Resists +31% acid +12% physical +11% fire +47% cold +5% arcane +11% lightning ---------- misc Breathe water Curse of Misfortune A suit of armour made of mail. |
voratun mail armour of lightning resistance (Corpses) (5 def, 10 armour)14.0 T5 heavy armor [Ego] Master While equipped: ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +16% Resists +20% lightning Curse of Corpses A suit of armour made of mail. |
voratun mail armour of lightning resistance (Shrouds) (5 def, 10 armour)14.0 T5 heavy armor [Ego] Master While equipped: ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +16% Resists +17% lightning Curse of Shrouds A suit of armour made of mail. |
Beithad (Corpses) (4 def, 7 armour)9.0 T4 light armor [Rare] Master While equipped: Stats +8 Wil dps ---------- Mind.crit +2% ----- def ----- Armour +7 Defense +4 (+1 eff.) Fatigue +8% Resists +27% fire ---------- misc Max.hate +6.00 Max.psi +52.00 Telepathy Dragon Humanoid/Orc Curse of Corpses A suit of armour made of leather. |
Eel-skin armour (Shrouds) (10 def, 1 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Armour +1 Defense +10 (+3 eff.) Fatigue +2% Poison- +30% On Nature Hit: 10% Call Lightning 2 Curse of Shrouds Call Lightning: Level 2.0 Pwr.cost 10 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 63.88 to 191.65 lightning damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Emelerilaith the rough leather armour (Madness) (10 def, 8 armour)9.0 T1 light armor [Rare] Nature While equipped: ----- def ----- Armour +8 Defense +10 (+3 eff.) Rng.Def +9 (+3 eff.) Fatigue +6% Resists +15% lightning +15% temporal HP.reg +3.20 Cut- +20% Confus- +15% Stun/Frz- +20% ---------- misc Stam/turn +0.90 Curse of Madness A suit of armour made of leather. |
Furnaceobsidian the hardened leather armour (Misfortune) (3 def, 6 armour)9.0 T3 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% fire Res.pen +15% lightning +26% fire Melee Ret 20 fire On Hit (Melee): * 31% chance to daze at end of turn ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Resists +21% lightning +24% fire Curse of Misfortune A suit of armour made of leather. |
Hettyyahor the Lightcutter (Corpses) (5 def, 12 armour)9.0 T5 light armor [Random Unique] Nature/Disrupt/Master While equipped: dps ---------- Dmg.mod +6% light Melee Ret 18 physical ----- def ----- Armour +12 Defense +5 (+2 eff.) Fatigue +8% Resists +20% blight +14% cold +19% nature +13% acid Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.28 Max.hate +4.00 Light +3 Breathe water Curse of Corpses A suit of armour made of leather. |
Issigorn the Shadowoath (Madness) (14 def, 6 armour)9.0 T3 light armor [Rare] Master While equipped: dps ---------- Phys.crit +8.0% Res.pen +26% darkness Apr +14 ----- def ----- Armour +6 Defense +14 (+5 eff.) Fatigue +8% Resists +6% acid +6% temporal +9% blight +9% nature +9% lightning Spell.save +6 (+2 eff.) ---------- misc Stam/turn +1.10 Curse of Madness Second Wind: (Instant) Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 215 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Xogabremina the Unlightborn (Shrouds) (5 def, 8 armour)9.0 T5 light armor [Random Unique] Master While equipped: dps ---------- Phys.crit +6.0% Crit.mult +19.00% Phys.pwr +9 (+2 eff.) Dmg.mod +15% blight Res.pen +5% blight On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +8% Resists +26% acid +28% fire +12% mind +6% darkness Curse of Shrouds A suit of armour made of leather. |
cleansing hardened leather armour (Shrouds) (3 def, 6 armour)9.0 T3 light armor [Ego] Disrupt While equipped: ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Resists +15% nature +12% blight Curse of Shrouds A suit of armour made of leather. |
cleansing hardened leather armour of fire resistance (Misfortune) (3 def, 6 armour)9.0 T3 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Resists +13% blight +21% fire +15% nature Curse of Misfortune A suit of armour made of leather. |
cleansing reinforced leather armour of lightning resistance (Misfortune) (4 def, 7 armour)9.0 T4 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +7 Defense +4 (+1 eff.) Fatigue +8% Resists +18% blight +18% nature +26% lightning Curse of Misfortune A suit of armour made of leather. |
cured leather armour (Corpses) (2 def, 4 armour)9.0 T2 light armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Curse of Corpses A suit of armour made of leather. |
cured leather armour of lightning resistance (Misfortune) (2 def, 4 armour)9.0 T2 light armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +19% lightning Curse of Misfortune A suit of armour made of leather. |
drakeskin leather armour of cold resistance (Corpses) (5 def, 8 armour)9.0 T5 light armor [Ego] Master While equipped: ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +8% Resists +24% cold Curse of Corpses A suit of armour made of leather. |
drakeskin leather armour of lightning resistance (Shrouds) (5 def, 8 armour)9.0 T5 light armor [Ego] Master While equipped: ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +8% Resists +25% lightning Curse of Shrouds A suit of armour made of leather. |
drakeskin leather armour of resilience (Corpses) (5 def, 8 armour)9.0 T5 light armor [Ego] Nature While equipped: ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +8% Max.HP +34.00 Curse of Corpses A suit of armour made of leather. |
hardened leather armour (Nightmares) (3 def, 6 armour)9.0 T3 light armor [Normal] While equipped: ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Curse of Nightmares A suit of armour made of leather. |
hardened leather armour of spell shielding (Madness) (3 def, 6 armour)9.0 T3 light armor [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Resists +7% arcane Spell.save +19 (+4 eff.) Curse of Madness A suit of armour made of leather. |
prismatic hardened leather armour of fire resistance (Misfortune) (3 def, 6 armour)9.0 T3 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Resists +21% fire +13% light +14% darkness Curse of Misfortune A suit of armour made of leather. |
reinforced leather armour of cold resistance (Shrouds) (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 Curse of Shrouds A suit of armour made of leather. |
rejuvenating drakeskin leather armour (Corpses) (5 def, 8 armour)9.0 T5 light armor [Ego] Nature While equipped: ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +8% HP.reg +6.50 ---------- misc Stam/turn +1.50 Curse of Corpses A suit of armour made of leather. |
rejuvenating drakeskin leather armour of resilience (Shrouds) (5 def, 8 armour)9.0 T5 light armor [Ego] Nature While equipped: ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +8% Max.HP +38.00 HP.reg +5.10 ---------- misc Stam/turn +2.20 Curse of Shrouds A suit of armour made of leather. |
rejuvenating reinforced leather armour (Madness) (4 def, 7 armour)9.0 T4 light armor [Ego] Nature While equipped: ----- def ----- Armour +7 Defense +4 (+1 eff.) Fatigue +8% HP.reg +4.30 ---------- misc Stam/turn +2.00 Curse of Madness A suit of armour made of leather. |
rejuvenating reinforced leather armour (Shrouds) (4 def, 7 armour)9.0 T4 light armor [Ego] Nature While equipped: ----- def ----- Armour +7 Defense +4 (+1 eff.) Fatigue +8% HP.reg +6.80 ---------- misc Stam/turn +1.40 Curse of Shrouds A suit of armour made of leather. |
rough leather armour 'Darkbiter' (Madness) (1 def, 8 armour)9.0 T1 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% darkness Melee Ret 16 acid ----- def ----- Armour +8 Defense +1 (+0 eff.) Fatigue +6% Resists +18% fire +6% mind +12% cold Phys.save +12 (+4 eff.) Mind.save +30 (+10 eff.) Blind- +25% Poison- +10% Pinning- +15% Curse of Madness A suit of armour made of leather. |
rough leather armour of acid resistance (Nightmares) (1 def, 2 armour)9.0 T1 light armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% Resists +17% acid Curse of Nightmares A suit of armour made of leather. |
spiked cured leather armour (Madness) (2 def, 4 armour)9.0 T2 light armor [Ego] Master While equipped: dps ---------- Melee Ret 14 physical ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Curse of Madness A suit of armour made of leather. |
spiked cured leather armour of lightning resistance (Misfortune) (2 def, 4 armour)9.0 T2 light armor [Ego] Master While equipped: dps ---------- Melee Ret 13 physical ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +19% lightning Curse of Misfortune A suit of armour made of leather. |
spiked drakeskin leather armour (Misfortune) (5 def, 8 armour)9.0 T5 light armor [Ego] Master While equipped: dps ---------- Melee Ret 17 physical ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +8% Curse of Misfortune A suit of armour made of leather. |
spiked drakeskin leather armour (Shrouds) (5 def, 8 armour)9.0 T5 light armor [Ego] Master While equipped: dps ---------- Melee Ret 15 physical ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +8% Curse of Shrouds A suit of armour made of leather. |
spiked drakeskin leather armour of acid resistance (Misfortune) (5 def, 8 armour)9.0 T5 light armor [Ego] Master While equipped: dps ---------- Melee Ret 16 physical ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +8% Resists +30% acid Curse of Misfortune A suit of armour made of leather. |
spiked hardened leather armour of spell shielding (Nightmares) (3 def, 6 armour)9.0 T3 light armor [Ego] Arcane/Master While equipped: dps ---------- Melee Ret 13 physical ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Resists +5% arcane Spell.save +13 (+3 eff.) Curse of Nightmares A suit of armour made of leather. |
spiked reinforced leather armour (Shrouds) (4 def, 7 armour)9.0 T4 light armor [Ego] Master While equipped: dps ---------- Melee Ret 13 physical ----- def ----- Armour +7 Defense +4 (+1 eff.) Fatigue +8% Curse of Shrouds A suit of armour made of leather. |
spiked reinforced leather armour of fire resistance (Corpses) (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% fire Curse of Corpses A suit of armour made of leather. |
spiked reinforced leather armour of lightning resistance (Corpses) (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% lightning Curse of Corpses A suit of armour made of leather. |
spiked reinforced leather armour of stability (Madness) (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 +8% physical Phys.save +14 (+5 eff.) Curse of Madness A suit of armour made of leather. |
Cracklestreak (Madness) (9 def, 32 armour)17.0 T5 massive armor [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +8 (+2 eff.) Melee+ 23 acid 16 fire Dmg.mod +6% lightning Melee Ret 16 acid 15 fire ----- def ----- Armour +32 Defense +9 (+3 eff.) Fatigue +16% Resists +39% acid +12% cold +30% fire Phys.save +14 (+5 eff.) Mind.save +20 (+7 eff.) ---------- misc Hate/m.crit +4.00 Breathe water Curse of Madness A suit of armour made of metal plates. |
Dourbait (Misfortune) (15 def, 31 armour)17.0 T5 massive armor [Random Unique] Nature/Disrupt/Master While equipped: Stats +5 Str +1 Dex +6 Con dps ---------- Phys.pwr +2 (+0 eff.) Dmg.mod +3% darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +31 Defense +15 (+5 eff.) Rng.Def +6 (+2 eff.) Fatigue +26% Resists +27% acid +22% physical +26% cold +19% blight +26% fire +20% nature +25% lightning D.Red.from +15% Unnatural Heal.mod +10% Disarm- +40% Stun/Frz- +38% Knockbk- +36% ---------- misc Cooldown Rush -5 Curse of Misfortune A suit of armour made of metal plates. |
Silorin (Nightmares) (7 def, 13 armour)17.0 T4 massive armor [Rare] Nature While equipped: Stats +6 Cun dps ---------- Dmg.mod +9% mind ----- def ----- Armour +13 Defense +7 (+2 eff.) Fatigue +26% Resists +6% acid +15% temporal +6% nature +6% blight Spell.save +20 (+4 eff.) Max.HP +52.00 ---------- misc Hate/m.crit +2.00 Telepathy Dragon Curse of Nightmares A suit of armour made of metal plates. |
impenetrable dwarven-steel plate armour (Shrouds) (5 def, 23 armour)17.0 T3 massive armor [Ego] Master While equipped: ----- def ----- Armour +23 Defense +5 (+2 eff.) Fatigue +24% Curse of Shrouds A suit of armour made of metal plates. |
spiked iron plate armour (Corpses) (3 def, 7 armour)17.0 T1 massive armor [Ego] Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +7 Defense +3 (+1 eff.) Fatigue +20% Curse of Corpses A suit of armour made of metal plates. |
stralite plate armour of temporal resistance (Misfortune) (7 def, 13 armour)17.0 T4 massive armor [Ego] Arcane While equipped: ----- def ----- Armour +13 Defense +7 (+2 eff.) Fatigue +26% Resists +23% temporal Curse of Misfortune A suit of armour made of metal plates. |
voratun plate armour (Shrouds) (9 def, 16 armour)17.0 T5 massive armor [Normal] While equipped: ----- def ----- Armour +16 Defense +9 (+3 eff.) Fatigue +26% Curse of Shrouds A suit of armour made of metal plates. |
Blindtaint (Misfortune) (12 def, 3 armour, 200 block)7.0 T5 shield armor [Random Unique] Master While equipped: dps ---------- Phys.crit +11.0% Phys.pwr +19 (+3 eff.) Dmg.mod +6% acid On Hit (Melee): * 15% chance to inflict 15% damage reduction * 31% chance to corrode armour by 30% ----- def ----- Armour +3 Defense +12 (+4 eff.) Rng.Def +12 (+4 eff.) Fatigue +14% Resists +3% blight +28% fire +3% nature +3% temporal ---------- misc Talents +5 Block Curse of Misfortune Handheld deflection devices. |
Geteblek the Muckrupture (Corpses) (10 def, 2 armour, 136.5 block)7.0 T4 shield armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Res.pen +10% nature Melee Ret 20 nature On Hit (Melee): * Slows global speed by 31% ----- def ----- Armour +2 Defense +10 (+3 eff.) Rng.Def +10 (+3 eff.) Fatigue +8% Resists +18% blight +17% nature +12% darkness ---------- misc Light +2 Talents +4 Block Curse of Corpses Handheld deflection devices. |
Murkwhisper (Madness) (12 def, 3 armour, 206.5 block)7.0 T5 shield armor [Random Unique] Arcane/Master While equipped: Stats +6 Dex dps ---------- Phys.crit +6.0% Phys.pwr +9 (+2 eff.) Res.pen +10% blight Melee Ret 8 darkness 18 temporal On Melee Ret: * 19% chance to daze at end of turn ----- def ----- Armour +3 Defense +12 (+4 eff.) Rng.Def +12 (+4 eff.) Fatigue +14% Resists +18% lightning +20% temporal +6% blight ---------- misc Talents +5 Block Curse of Madness Time Shield: (Instant) Puts all charms on 17 cooldown Level 2.0 Pwr.cost 17 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 (394) 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. |
Shimmervagrant (Madness) (4 def, 2 armour, 21 block)7.0 T1 shield armor [Rare] Master While equipped: dps ---------- Dmg.mod +27% mind Res.pen +15% lightning Melee Ret 20 mind 16 lightning On Hit (Melee): * 31% chance to daze at end of turn ----- def ----- Armour +2 Defense +4 (+1 eff.) Rng.Def +4 (+1 eff.) Fatigue +6% Resists +30% lightning ---------- misc Talents +1 Block Curse of Madness Handheld deflection devices. |
Silutha (Shrouds) (8 def, 2 armour, 82.5 block)7.0 T3 shield armor [Rare] Nature While equipped: dps ---------- Melee+ 8 acid Dmg.mod +21% mind Res.pen +10% mind Melee Ret 24 acid On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +2 Defense +8 (+3 eff.) Rng.Def +8 (+3 eff.) Fatigue +12% Resists +6% mind +3% physical Blind- +20% Confus- +10% ---------- misc Talents +3 Block Curse of Shrouds Handheld deflection devices. |
coruscating dwarven-steel shield (Misfortune) (8 def, 2 armour, 88.5 block)7.0 T3 shield armor [Ego+] Arcane While equipped: Stats +3 Str dps ---------- Melee Ret 28 fire ----- def ----- Armour +2 Defense +8 (+3 eff.) Rng.Def +8 (+3 eff.) Fatigue +12% Resists +12% fire ---------- misc Talents +3 Block Curse of Misfortune Handheld deflection devices. |
deflecting voratun shield (Misfortune) (25 def, 3 armour, 199 block)7.0 T5 shield armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +25 (+8 eff.) Rng.Def +12 (+4 eff.) Fatigue +14% Proj.evade +18% ---------- misc Talents +5 Block Curse of Misfortune Handheld deflection devices. |
deflecting voratun shield of mind resistance (+17%) (Corpses) (23 def, 3 armour, 192.5 block)7.0 T5 shield armor [Ego] Master/Psionic While equipped: ----- def ----- Armour +3 Defense +23 (+8 eff.) Rng.Def +12 (+4 eff.) Fatigue +14% Resists +17% mind Proj.evade +7% ---------- misc Talents +5 Block Curse of Corpses Handheld deflection devices. |
dwarven-steel shield of physical resistance (+14%) (Madness) (8 def, 2 armour, 86.5 block)7.0 T3 shield armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +8 (+3 eff.) Rng.Def +8 (+3 eff.) Fatigue +12% Resists +14% physical ---------- misc Talents +3 Block Curse of Madness Handheld deflection devices. |
flaming stralite shield of temporal resistance (+18%) (Nightmares) (10 def, 2 armour, 141.5 block)7.0 T4 shield armor [Ego] Nature While equipped: dps ---------- Melee+ 6 fire Melee Ret 14 fire On Melee Ret: * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Defense +10 (+3 eff.) Rng.Def +10 (+3 eff.) Fatigue +14% Resists +18% temporal ---------- misc Talents +4 Block Curse of Nightmares Handheld deflection devices. |
flaming voratun shield of acid resistance (+21%) (Madness) (12 def, 3 armour, 202 block)7.0 T5 shield armor [Ego] Nature/Master While equipped: dps ---------- Melee+ 8 fire Melee Ret 14 fire ----- def ----- Armour +3 Defense +12 (+4 eff.) Rng.Def +12 (+4 eff.) Fatigue +14% Resists +21% acid ---------- misc Talents +5 Block Curse of Madness Handheld deflection devices. |
icy stralite shield of acid resistance (+26%) (Madness) (10 def, 2 armour, 142.5 block)7.0 T4 shield armor [Ego] Nature/Master While equipped: dps ---------- Melee+ 8 cold Melee Ret 14 ice ----- def ----- Armour +2 Defense +10 (+3 eff.) Rng.Def +10 (+3 eff.) Fatigue +14% Resists +26% acid ---------- misc Talents +4 Block Curse of Madness Handheld deflection devices. |
icy voratun shield of cold resistance (+24%) (Madness) (12 def, 3 armour, 190.5 block)7.0 T5 shield armor [Ego] Nature/Master While equipped: dps ---------- Melee+ 8 cold Melee Ret 14 ice ----- def ----- Armour +3 Defense +12 (+4 eff.) Rng.Def +12 (+4 eff.) Fatigue +14% Resists +24% cold ---------- misc Talents +5 Block Curse of Madness Handheld deflection devices. |
reinforced stralite shield of purity (Misfortune) (10 def, 12 armour, 209.5 block)7.0 T4 shield armor [Ego] Nature/Master While equipped: ----- def ----- Armour +12 Defense +10 (+3 eff.) Rng.Def +10 (+3 eff.) Fatigue +14% Resists +15% nature +13% blight ---------- misc Talents +4 Block Curse of Misfortune Handheld deflection devices. |
shocking steel shield (Shrouds) (6 def, 2 armour, 39 block)7.0 T2 shield armor [Ego] Nature While equipped: dps ---------- Melee+ 6 lightning Melee Ret 16 lightning ----- def ----- Armour +2 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Fatigue +8% ---------- misc Talents +2 Block Curse of Shrouds Handheld deflection devices. |
stralite shield of lightning resistance (+23%) (Misfortune) (10 def, 2 armour, 138 block)7.0 T4 shield armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +10 (+3 eff.) Rng.Def +10 (+3 eff.) Fatigue +14% Resists +23% lightning ---------- misc Talents +4 Block Curse of Misfortune Handheld deflection devices. |
Lisoriavea the Brightwasp (21/21, 70-98 power, 18 apr)3.0 T5 arrow ammo [Random Unique] Master/Psionic Power 70.0 - 98.0 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +18 Crit +3.0% Capacity 21 Ranged+ +12 light +23 darkness +30 bleed +30 mind On Hit.r1 +4 light On Crit.r2 +20 light On Hit: * 20% chance to blind * 20% chance to torment the target On Crit: * wounds the target for 7 turns: 23 bleeding, 71% reduced healing Arrows are used with bows to pierce your foes to death. |
Poravena the Naturedare (20/20, 71.5-100.1 power, 33 apr)3.0 T5 arrow ammo [Random Unique] Master/Psionic Power 71.5 - 100.1 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +33 Crit +21.0% Capacity 20 Proj.spd +200% Ranged+ +29 darkness +29 mind +29 bleed +8 nature On Hit.r1 +16 nature On Crit.r2 +4 nature On Hit: * Slows global speed by 41% * 20% chance to torment the target On Crit: * wounds the target for 7 turns: 23 bleeding, 71% reduced healing Arrows are used with bows to pierce your foes to death. |
arcing quiver of elven-wood arrows of accuracy (21/21, 43-60.2 power, 14 apr)3.0 T4 arrow ammo [Ego] Arcane/Master Power 43.0 - 60.2 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Acc +12 Apr +14 Crit +2.5% Capacity 21 Ranged+ +17 lightning On Hit: * 25% chance for lightning to arc to a second target Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows 'Bilevein' (16/16, 14.5-20.3 power, 5 apr)3.0 T1 arrow ammo [Rare] Psionic Power 14.5 - 20.3 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 16 Ranged+ +12 darkness +36 mind +16 nature On Hit.r1 +32 nature +12 mind On Crit.r2 +8 mind On Hit: * Slows global speed by 40% * 20% chance to torment the target Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows 'Brightward' (17/17, 14-19.6 power, 5 apr)3.0 T1 arrow ammo [Rare] Nature Power 14.0 - 19.6 Fire Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 17 Ranged+ +20 lightning On Hit.r1 +16 light +8 fire On Crit.r2 +11 lightning +8 fire +4 darkness +12 light On Hit: * 41% chance to blind * 41% chance to inflict 15% damage reduction Arrows are used with bows to pierce your foes to death. |
quiver of elven-wood arrows of paradox (22/22, 42.5-59.5 power, 14 apr)3.0 T4 arrow ammo [Ego] Arcane Power 42.5 - 59.5 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +14 Crit +2.5% Capacity 22 Ranged+ +24 temporal On Hit: * 15% chance to gain 10% of a turn (3/turn limit) Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows (16/16, 32.5-45.5 power, 10 apr)3.0 T3 arrow ammo [Normal] Power 32.5 - 45.5 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 16 Arrows are used with bows to pierce your foes to death. |
11 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. |
975 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. |
9 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. |
6 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 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Blazetaint the voratun pickaxe (dig speed 14 turns)3.0 T5 digger tool [Random Unique] Nature/Master While equipped: Stats +3 Str +5 Dex +3 Mag dps ---------- Phys.pwr +9 (+2 eff.) Spell.pwr +4 (+1 eff.) Mov.spd +10% Dmg.mod +3% blight +10% nature +12% arcane Res.pen +15% arcane Melee Ret 4 arcane ----- def ----- Resists +14% nature ---------- misc Light +2 Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
8 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. |
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. |
13 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 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. |
Celia's Still Beating Heart2.0 heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 42 power out of 75/75 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 56 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Glowveil the dwarven lantern1.0 T5 lite [Random Unique] Nature/Disrupt/Master While equipped: dps ---------- Res.pen +5% light +14% all Apr +11 On Hit (Melee): * 15% chance to corrode armour by 30% * 20 arcane resource burn * 30% chance to blind ----- def ----- Resists +6% acid +6% nature +3% all Spell.save +15 (+3 eff.) Max.HP +78.00 ---------- misc Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
6 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. |
2 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. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 112 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. |
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. |
Unlightlore (20/20, 43-51.6 power, 5 apr)3.0 T4 shot ammo [Rare] Psionic Power 43.0 - 51.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +5 Crit +5.5% Capacity 20 Ranged+ +43 physical +8 darkness On Hit.r1 +8 light On Crit.r2 +12 light On Hit: * 41% chance to blind * 41% chance to inflict 15% damage reduction * 10% chance to knock the target back Shots are used with slings to pummel your foes to death. |
Weepquell the pouch of dwarven-steel shots (22/22, 33-39.6 power, 3 apr)3.0 T3 shot ammo [Rare] Nature Power 33.0 - 39.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 22 Ranged+ +40 insidious poison +16 fire +40 nature On Hit.r1 +24 fire On Hit: * Slows global speed by 41% Shots are used with slings to pummel your foes to death. |
arcing pouch of iron shots (20/20, 14-16.8 power, 1 apr)3.0 T1 shot ammo [Ego] Arcane Power 14.0 - 16.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 20 Ranged+ +7 lightning On Hit: * 25% chance for lightning to arc to a second target Shots are used with slings to pummel your foes to death. |
barbed pouch of dwarven-steel shots (21/22, 33.5-40.2 power, 3 apr)3.0 T3 shot ammo [Ego] Master Power 33.5 - 40.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 22 Ranged+ +11 bleed On Crit: * wounds the target for 7 turns: 23 bleeding, 71% reduced healing Shots are used with slings to pummel your foes to death. |
barbed pouch of dwarven-steel shots of accuracy (16/19, 32-38.4 power, 3 apr)3.0 T3 shot ammo [Ego] Master Power 32.0 - 38.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Acc +15 Apr +3 Crit +5.0% Capacity 19 Ranged+ +13 bleed On Crit: * wounds the target for 7 turns: 23 bleeding, 71% reduced healing Shots are used with slings to pummel your foes to death. |
barbed pouch of stralite shots of accuracy (20/20, 43.5-52.2 power, 5 apr)3.0 T4 shot ammo [Ego] Master Power 43.5 - 52.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Acc +13 Apr +5 Crit +5.5% Capacity 20 Ranged+ +17 bleed On Crit: * wounds the target for 7 turns: 23 bleeding, 71% reduced healing Shots are used with slings to pummel your foes to death. |
barbed pouch of stralite shots of erosion (22/22, 43.5-52.2 power, 5 apr)3.0 T4 shot ammo [Ego] Nature/Master Power 43.5 - 52.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +5 Crit +5.5% Capacity 22 Ranged+ +15 bleed +15 nature +14 temporal On Crit: * wounds the target for 7 turns: 23 bleeding, 71% reduced healing Shots are used with slings to pummel your foes to death. |
deadly pouch of dwarven-steel shots (19/19, 37.5-45 power, 3 apr)3.0 T3 shot ammo [Ego] Master Power 37.5 - 45.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 19 Shots are used with slings to pummel your foes to death. |
deadly pouch of steel shots of erosion (16/16, 28-33.6 power, 2 apr)3.0 T2 shot ammo [Ego] Nature/Master Power 28.0 - 33.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 16 Ranged+ +10 nature +9 temporal Shots are used with slings to pummel your foes to death. |
deadly pouch of stralite shots (21/21, 56-67.2 power, 5 apr)3.0 T4 shot ammo [Ego] Master Power 56.0 - 67.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +5 Crit +5.5% Capacity 21 Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots of accuracy (17/20, 34.5-41.4 power, 3 apr)3.0 T3 shot ammo [Ego] Master Power 34.5 - 41.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Acc +10 Apr +3 Crit +5.0% Capacity 20 Shots are used with slings to pummel your foes to death. |
pouch of stralite shots of wind (15/17, 43.5-52.2 power, 5 apr)3.0 T4 shot ammo [Ego] Nature Power 43.5 - 52.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +5 Crit +5.5% 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. |
slimey pouch of dwarven-steel shots (18/18, 33.5-40.2 power, 3 apr)3.0 T3 shot ammo [Ego] Disrupt Power 33.5 - 40.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 18 On Hit: * Slows global speed by 13% Shots are used with slings to pummel your foes to death. |
thought-forged pouch of stralite shots of accuracy (18/18, 44-52.8 power, 5 apr)3.0 T4 shot ammo [Ego] Master/Psionic Power 44.0 - 52.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Acc +17 Apr +5 Crit +5.5% Capacity 18 Rld cld 6 Ranged+ +13 mind On Hit: * 28% chance to cause random gloom Shots are used with slings to pummel your foes to death. |
tundral pouch of stralite shots of wind (18/18, 42.5-51 power, 5 apr)3.0 T4 shot ammo [Ego] Nature Power 42.5 - 51.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +5 Crit +5.5% Capacity 18 Proj.spd +200% Ranged+ +26 cold On Crit.r2 +8 cold On Hit: * 10% chance to create an air burst Shots are used with slings to pummel your foes to death. |
Arythel the stralite torque of clear mind [power 4] (6 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: Stats +4 Str dps ---------- Phys.pwr +20 (+3 eff.) ----- def ----- Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Phys.save +15 (+5 eff.) Die.at -84.00 life ---------- misc Stam/turn +0.40 Talents +5 Silence Cooldown Silence -1 Absorb and nullify at most 4 detrimental mental status effects in the next 10 turns Puts all charms on 6 cooldown Torques are made by powerful psionics to store psionic powers. |
Gleamhunger the dwarven-steel torque of thermal psionic shield [power 85] (12 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +31% nature Res.pen +20% nature +15% light Melee Ret 12 nature On Hit (Melee): * 31% chance to blind ----- def ----- Resists +9% light ---------- misc Light +3 Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 85 for 7 turns Puts all charms on 12 cooldown Torques are made by powerful psionics to store psionic powers. |
Loamwing [power 113] (12 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: Stats +4 Mag +6 Wil +4 Con dps ---------- Melee Ret 20 nature ----- def ----- Resists +12% nature Crit.dmg- 15.00% ---------- misc Light +2 Telepathy Demon/Minor Demon/Major Talents +5 Telekinetic Blast Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 113 for 7 turns Puts all charms on 12 cooldown Torques are made by powerful psionics to store psionic powers. |
Windmistress [power 4] (6 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% acid +21% fire +9% nature Melee Ret 20 acid On Hit (Melee): * Slows global speed by 31% * 31% chance to corrode armour by 30% ----- def ----- Resists +6% nature +15% fire Absorb and nullify at most 4 detrimental mental status effects in the next 10 turns Puts all charms on 6 cooldown 100% to regenerate 9 hate. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of kinetic psionic shield 'Glintsever' [power 93] (12 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% nature +30% mind Res.pen +10% light +20% mind On Hit (Melee): * 31% chance to blind ----- def ----- Resists +6% light ---------- misc Talents +4 Silence Cooldown Silence -1 Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 93 for 7 turns Puts all charms on 12 cooldown Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of psychoportation [power 41] (17 cooldown)2.0 T3 torque charm [Ego] Psionic Teleport randomly (rad 41) Puts all charms on 17 cooldown Torques are made by powerful psionics to store psionic powers. |
Ashrain the ash totem of cure ailments [power 2] (6 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +2 Wil dps ---------- Mind.crit +3% Mind.pwr +8 (+2 eff.) Dmg.mod +9% mind Res.pen +26% fire ----- def ----- Mind.save +30 (+10 eff.) ---------- misc Max.hate +8.00 Max.psi +30.00 Remove up to 2 poisons or diseases from a target within range 9 (based on Willpower) Puts all charms on 6 cooldown 100% to regenerate 6 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Breezequeen [power 50] (12 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +12% mind +6% nature Res.pen +26% mind Melee Ret 20 mind 8 nature ---------- misc Talents +3 Lay Web Cooldown Lay Web -1 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 +6 Con +7 Wil 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. |
elven-wood totem of cure ailments [power 3] (6 cooldown)2.0 T4 totem charm [Ego] Nature Remove up to 3 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 totem of cure ailments [power 3] (6 cooldown)2.0 T4 totem charm [Ego] Nature Remove up to 3 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. |
quick yew totem of cure ailments [power 2] (5 cooldown)2.0 T3 totem charm [Ego] Nature Remove up to 2 poisons or diseases from a target within range 9 (based on Willpower) Puts all charms on 5 cooldown Natural totems are made by powerful wilders to store nature power. |
yew totem of thorny skin 'Sepsisrebel' [power 45] (12 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +3 Cun dps ---------- Crit.mult +15.00% Mind.pwr +10 (+2 eff.) Dmg.mod +6% mind Res.pen +25% nature ----- def ----- Mind.save +15 (+5 eff.) Heal/summ +30 ---------- misc Telepathy Demon/Minor Demon/Major Harden the skin for 7 turns increasing armour by 45 and armour hardiness by 50% Puts all charms on 12 cooldown 100% to regenerate 7 stamina. Natural totems are made by powerful wilders to store nature power. |
12 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. |
Lisetha the Sewerglean [power 77] (4 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +30% nature +9% fire Res.pen +25% fire +15% nature +26% mind ----- def ----- Resists +12% mind +12% fire Creates a wall of flames lasting 4 turns (dealing 65 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. |
Mardogorn the elm wand of conjuration [power 103] (6 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Mind.crit +4% Crit.mult +25.00% Mind.pwr +2 (+0 eff.) Res.pen +10% mind ----- def ----- Mind.save +30 (+10 eff.) ---------- misc Psi/ret +0.12 Max.psi +52.00 Telepathy Demon/Minor Demon/Major Fire a bolt of a random element with (base) damage 52 to 103 Puts all charms on 6 cooldown 100% to regenerate 3 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick elven-wood wand of conjuration [power 271] (5 cooldown)2.0 T4 wand charm [Ego] Arcane Fire a bolt of a random element with (base) damage 136 to 271 Puts all charms on 5 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
5 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. |
3 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. |
13 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. |
6 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. |
12 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. |
Achievements
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By DeathKnight the Higher Adventurer level 17
3rd Dusk 122nd year of Ascendancy at 21:57 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By DeathKnight the Higher Adventurer level 38
68th Dusk 123rd year of Ascendancy at 03:01 see stats
Anti-Antimagic! (Insane (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By DeathKnight the Higher Adventurer level 39
43rd Haze 123rd year of Ascendancy at 00:29 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By DeathKnight the Higher Adventurer level 33
2nd Mirth 123rd year of Ascendancy at 18:32 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By DeathKnight the Higher Adventurer level 19
49th Haze 122nd year of Ascendancy at 10:49 see stats
Don't Poosh it! (Insane (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By DeathKnight the Higher Adventurer level 40
73rd Haze 123rd year of Ascendancy at 03:45 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By DeathKnight the Higher Adventurer level 30
26th Pyre 123rd year of Ascendancy at 20:58 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By DeathKnight the Higher Adventurer level 21
3rd Decay 122nd year of Ascendancy at 01:20 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By DeathKnight the Higher Adventurer level 39
1st Haze 123rd year of Ascendancy at 16:04 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By DeathKnight the Higher Adventurer level 31
66th Pyre 123rd year of Ascendancy at 09:02 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By DeathKnight the Higher Adventurer level 17
3rd Dusk 122nd year of Ascendancy at 17:28 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By DeathKnight the Higher Adventurer level 10
8th Mirth 122nd year of Ascendancy at 01:03 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By DeathKnight the Higher Adventurer level 20
68th Haze 122nd year of Ascendancy at 12:50 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By DeathKnight the Higher Adventurer level 30
26th Pyre 123rd year of Ascendancy at 20:58 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By DeathKnight the Higher Adventurer level 40
68th Haze 123rd year of Ascendancy at 03:19 see stats
Pest Control (Insane (Roguelike) difficulty)
Killed 1000 reproducing vermin.By DeathKnight the Higher Adventurer level 41
1st Wintertide 124th year of Ascendancy at 11:41 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By DeathKnight the Higher Adventurer level 18
14th Dusk 122nd year of Ascendancy at 10:47 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By DeathKnight the Higher Adventurer level 30
27th Pyre 123rd year of Ascendancy at 14:24 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By DeathKnight the Higher Adventurer level 19
45th Haze 122nd year of Ascendancy at 11:42 see stats
Slime killer party (Insane (Roguelike) difficulty)
Have 200 walls on the sludgenest turn into hostile creatures.By DeathKnight the Higher Adventurer level 41
1st Wintertide 124th year of Ascendancy at 03:28 see stats
Slimefest (Insane (Roguelike) difficulty)
Have 100 walls on the sludgenest turn into hostile creatures.By DeathKnight the Higher Adventurer level 41
9th Decay 123rd year of Ascendancy at 21:25 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By DeathKnight the Higher Adventurer level 17
3rd Dusk 122nd year of Ascendancy at 21:57 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By DeathKnight the Higher Adventurer level 36
63rd Dusk 123rd year of Ascendancy at 23:35 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By DeathKnight the Higher Adventurer level 7
78th Pyre 122nd year of Ascendancy at 23:34 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By DeathKnight the Higher Adventurer level 17
3rd Dusk 122nd year of Ascendancy at 21:57 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By DeathKnight the Higher Adventurer level 39
1st Time of Equilibrium 123rd year of Ascendancy at 02:11 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By DeathKnight the Higher Adventurer level 18
9th Dusk 122nd year of Ascendancy at 21:54 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By DeathKnight the Higher Adventurer level 10
10th Mirth 122nd year of Ascendancy at 05:13 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By DeathKnight the Higher Adventurer level 38
67th Dusk 123rd year of Ascendancy at 05:14 see stats
Log
DeathKnight's Inner Demon is free from the ice.
DeathKnight resists!
Shadow resists!
Isoda the crimson ooze is free from the ice.
DeathKnight's Inner Demon is encased in ice!
Terror is encased in ice!
Brittle clear ooze is encased in ice!
Brittle clear ooze is encased in ice!
Zubille the gelatinous cube hits Terror for (112 to ice), 168 acid (168 total damage).
Zubille the gelatinous cube hits DeathKnight for 187 acid damage.
Zubille the gelatinous cube hits DeathKnight's Inner Demon for (47 to ice), 71 acid (71 total damage).
Zubille the gelatinous cube hits Ritch flamespitter for 250 acid damage.
Raze hits Terror for 0 darkness damage.
Raze hits DeathKnight for 7 darkness damage.
Raze hits DeathKnight's Inner Demon for (3 to ice), 4 darkness (4 total damage).
Raze hits Ritch flamespitter for 8 darkness damage.
DeathKnight's Inner Demon hits Brittle clear ooze for 225 cold damage.
DeathKnight's Inner Demon hits Brittle clear ooze for 225 cold damage.
DeathKnight's Inner Demon hits Terror for 150 cold damage.
DeathKnight's Inner Demon hits Isoda the crimson ooze for (20 to ice), 29 cold (29 total damage).
DeathKnight's Inner Demon hits DeathKnight's Inner Demon for (22 to ice), 33 cold (33 total damage).
DeathKnight's Inner Demon hits DeathKnight's Inner Demon for 45 cold damage.
DeathKnight's Inner Demon hits Shadow for 150 cold damage.
DeathKnight's Inner Demon hits DeathKnight for 43 cold damage.
The air around DeathKnight's Inner Demon grows cold and terrifying shapes begin to coalesce. A nightmare has begun.
Adywyn the brittle clear ooze uses Mucus.
Adywyn the brittle clear ooze misses DeathKnight.
Adywyn the brittle clear ooze performs a melee critical strike against DeathKnight!
Your hatred grows even as your life fades! (+4 hate)
Saving game...




















































































































































































































































































