






Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Moderately Generous Levels 1.6.0Is moderately generous with talents, types and stat points for each level gained. + 0.2% resist all per level upto level 50. +0.1% resist all per level at levels 51+ + 2 to all saves per level upto level 50. +1 to all saves per level at levels 51+ + 5 to MaxHP per level 4 stat points per level. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Embers of Rage 1.7.4Official 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:
Interracial Masquerade 1.5.5Change the graphics of your characters, from one race to another! This change is purely cosmetic and doesn't affect stats or abilities. Choose your masquerades in Game Options/Masquerade Changelog
Originally inspired by Stuntofthelitter's "Look Like Shalore" addons. Items Vault 1.7.0Donators/Buyers bonus! Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon - allows adventurer to use talents from classes that don't spawn on randbosses - still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree - allows the adventurer to use every talents, including monster only and debug talent trees. - tends to have issues with classes from other addons due to the way it loads their data. Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer - my own adventurer skill addon. - allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character. - use this one if you use addons that add new classes/races and want their talents on an adventurer Note : use only one of those three. They are not compatible with eachother Slightly More Adventurous 1.7.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Exponential Leveling 1.7.4Exponential 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
Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Improved Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. This addon is designed as a more "addon friendly" alternative to Much more Adventurous. It takes talents directly from the subclass/subrace list so it should : - Bypass race/class compatibility - Take talents trees from NPC only classes/races - Ignore the locks Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected. Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1 It should be compatible with most classes and races from other addons. Ashes of Urh'Rok 1.7.4Official 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:
Better Item Description 1.7.2This 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 Adventurer+Multi Evolutions 1.7.0Allows Adventurer to take any class evolution prodigy, adds an option to allow any class to take multiple evolutions, and adds an option to remove requirements from prodigies. Should be compatible with all evolutions from addons and future updates. Normally prevents you from selecting an evolution for a class that adventurer doesn't get any talents from (any class not possible on random bosses, or stone warden when not playing dwarf/drem), but this restriction is removed if you also have zizzo's addon Slightly More Adventurous or my addon Much More Adventurous. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Female |
Race | Dwarf |
Class | Adventurer |
Level / Exp | 50 / 15095% |
Size | huge |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 309 (base 62) |
Dexterity | 151 (base 60) |
Constitution | 163 (base 64) |
Magic | 86 (base 60) |
Willpower | 79 (base 66) |
Cunning | 102 (base 66) |
Resources
Mana | 768/768 |
Life | 5956/5956 |
Steam | 100/100 |
Hate | 42/100 |
Psi | 308/308 |
Vim | 395/395 |
Insanity | 0/100 |
Positive | 326/326 |
Stamina | 493/493 |
Equilibrium | 25 |
Healing Factor | 1.7513932322976 |
Regeneration | 107.1624237934 |
Speed
Mental | -10% |
Attack | 0% |
Movement | +27.67440046317% |
Spell | 0% |
Global | +167.51458388772% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Barehand
Damage | 99 |
Accuracy | 114 |
Crit Chance | 145% |
APR | 40 |
Speed | 0.89 |
Offense: Spell
Spellpower | 76 |
Crit Chance | 75% |
Speed | 1 |
Offense: Mind
Mindpower | 110 |
Crit Chance | 75% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +21% |
Fire | +21% |
All | +7% |
Offense: Damage Penetration
Physical | +25% |
All | +25% |
Defense: Base
Armour (hardiness) | 100.4709856704 (50%) |
Defense | 109 |
Ranged Defense | 109 |
Fatigue | 0 |
Physical Save | 120 |
Spell Save | 120 |
Mental Save | 124 |
Defense: Resistances
Cold | + 56%( 70%) |
Physical | + 50%( 70%) |
Fire | + 39%( 70%) |
All | + 35%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 75% |
Pinning Resistance | 21% |
Silence Resistance | 45% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (4/4)
Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 13 Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 13 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 37%, your defense is increased by 37 and all your resistances by 37%. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 274 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 2708 damage for 6 turns. Its effects scale with your Strength stat. |
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 24.2 steam per turn. Can be activated for an instant burst of 121 steam. Its effects scale with your Dexterity stat. |
Class Talents
Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Reflexes | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Psionic / Psi-fighting | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Predator | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Sniper | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Tireless Combatant | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Path of horror | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Earthen vines | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Archery prowess | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Steamtech / Artillery | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.90 |
| 5/5 |
| 4/5 |
| 5/5 |
| 1/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Undead / Skeleton | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Steamtech / Engineering | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Vile life | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Ghoul | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Race / Yeek | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Race / Dwarf | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Steamtech / Blacksmith | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Physics | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Yeti | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Spell / Staff combat | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Race / Parasite | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cursed / Hatred | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Celestial / Chants | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Race / Halfling | 1.30 |
| 1/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Race / Ogre | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Fiery Hands |
talent | Chant of Fortitude |
talent | Icy Skin |
talent | Bone Shield |
talent | Daunting Presence |
talent | Augmentation |
talent | Precise Strikes |
talent | Pace Yourself |
talent | Shock Hands |
talent | Trained Reactions |
talent | Shielding |
talent | Stone Vines |
detrimental effect | Zone-wide effect: +20 defense, +20 all saves, -20 spell power. Disciplined Aura |
beneficial effect | Infinite Dungeon Challenge (Level 79): Exterminator Challenge |
detrimental effect | Unable to enter Forbidden Tomes. Forbidden Tome Cooldown |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Dreadfell. Escort: worried loremaster (level 1 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Dreadfell. Escort: worried loremaster (level 3 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved Strength by +5. | done |
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 Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 8 of Dreadfell. Escort: worried loremaster (level 8 of Dreadfell)As a reward you improved Strength by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
Proceed directly to the next Infinite Dungeon level in less than 128 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 75): Rush Hour (128)Turns left: 74 You completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 263 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 76): Rush Hour (263)Turns left: -1 | failed |
Wake up and kill the dreaming horror boss 'Bethenor the dreaming horror'. Infinite Dungeon Challenge (Level 77): Dream HunterYou completed the challenge and received: Random Artifact: Khelonik | done |
Wake up and kill the dreaming horror boss 'Isaba the dreaming horror'. Infinite Dungeon Challenge (Level 78): Dream HunterYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 79): ExterminatorFoes left: 78 | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 2. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You 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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Inventory
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 21% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 2 physical, 4 nature, 5 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 1339 damage for 6 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 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 cone dealing 167.99 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 2.5 Use mode Activated Range 13 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 13 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 42%, your defense is increased by 42 and all your resistances by 42%. 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 spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 2.5 Use mode Activated Range 16 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 16 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 47%, your defense is increased by 47 and all your resistances by 47%. 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 spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 2.5 Use mode Activated Range 13 Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 13 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 45%, your defense is increased by 45 and all your resistances by 45%. 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 spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 2.5 Use mode Activated Range 23 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 23 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 69%, your defense is increased by 69 and all your resistances by 69%. 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 spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 2.5 Use mode Activated Range 10 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 10 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 39%, your defense is increased by 39 and all your resistances by 39%. 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 spell talent. |
![]() 0.1 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 Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 632 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 355 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 1011 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 964 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 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 1304 damage for 6 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 1535 damage for 9 turns. 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 spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 1992 damage for 4 turns. 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 spell talent. |
![]() 0.1 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 Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 1629 damage for 6 turns. 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 spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 1500 damage for 7 turns. 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 spell talent. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T3 taint scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 tome scroll [Plot Item] Unknown Summon Limmir the jeweler at the center of the lake of the moon. Uses 1 power out of 1/1 Magical scrolls can have wildly different effects! |
![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 4.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 687 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+3 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +12% cold Melee Ret 10 cold ----- def ----- Resists +25% cold Ice.pen +20% Stun/Frz- +30% ---------- misc Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() 0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+2 eff.) Mind.save +18 (+2 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 7.2 Pwr.cost 10 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 707.87 physical damage in a radius 9 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +7 Con dps ---------- Dmg.mod +9% nature +21% darkness Res.pen +15% darkness +30% lightning Melee Ret 12 light On Hit (Melee): * 26% chance to reduce damage dealt by 42% ----- def ----- Resists +18% lightning +26% light ---------- misc Light +4 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +17 Dex +4 Wil +10 Cun +9 Con dps ---------- Spell.pwr +15 (+4 eff.) Mov.spd +10% Dmg.mod +9% mind Res.pen +10% mind Melee Ret 4 acid 8 arcane 2 mind ----- def ----- Armour +8 Defense +12 (+2 eff.) Fatigue -9% Resists +9% mind +6% acid Res.Cap +7% all Phys.save +23 (+3 eff.) HP.reg +5.00 ---------- misc Stam/turn +1.40 Max.mana +80.00 Max.vim +30.00 Amulets make your neck look great! |
![]() 0.1 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, 621 strength, based on Magic) for 6 turns. Uses 24 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. |
![]() 0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +8 (+2 eff.) Dmg.mod +8% light +8% darkness Res.pen +15% light +15% darkness ----- def ----- Resists +10% light +10% darkness Res.Cap +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Level 5.9 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 30 light damage to everyone else who enters. The circle lasts 6 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +11 Mag dps ---------- Spell.crit +12% Spell.pwr +12 (+3 eff.) Dmg.mod +16% acid +16% lightning +16% fire +6% arcane +16% cold Melee Ret 8 arcane 4 light ----- def ----- Fatigue -9% Resists +18% lightning +8% arcane +21% nature HP.reg +5.00 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 7.2 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (176). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 12). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +9 (+2 eff.) Spell.spd +15% ----- def ----- Silence- +100% ---------- misc Max.mana +50.00 Max.vim +50.00 See.Invis +20 No force can hope to silence the wearer of this amulet. |
![]() 0.1 T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil dps ---------- Dmg.mod +10% temporal ----- def ----- Resists +20% temporal Res.Cap +5% temporal ---------- misc Spell.cld 10% Time Stop: Level 3.2 Pwr.cost 50 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +9 Str +8 Cun +10 Con dps ---------- Phys.pwr +15 (+2 eff.) Dmg.mod +6% acid +6% fire +6% nature Res.pen +10% nature Melee Ret 2 acid On Hit (Melee): * 20% chance to slow global speed by 83% ----- def ----- Defense +16 (+3 eff.) Resists +12% acid +9% cold +9% nature +6% fire Mind.save +15 (+2 eff.) Confus- +40% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Melee+ 15 temporal Dmg.mod +15% temporal +10% physical ----- def ----- Resists +15% temporal Anom.red +10 ---------- misc Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 156.55 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 2 turn(s). Uses 32 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
![]() 0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+1 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+2 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+2 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 4.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+1 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 4.5 Pwr.cost 50 out of 50/50. Range 9 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 5 turns and hitting it with all your weapons for 194% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Phys.pwr +16 (+2 eff.) Spell.pwr +20 (+5 eff.) Mind.pwr +15 (+2 eff.) Dmg.mod +19% cold +8% all ----- def ----- Resists +18% lightning +15% temporal +15% blight +38% cold +15% nature +21% acid Poison- +24% Disease- +29% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+1 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +10% darkness +10% cold ----- def ----- Resists +10% darkness +10% cold Spell.save +8 (+1 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+1 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+1 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +10 Mag dps ---------- Dmg.mod +15% mind +3% lightning ----- def ----- Resists +24% temporal +8% arcane +2% physical +6% nature +15% mind Crit.dmg- 5.00% Spell.save +20 (+2 eff.) Mind.save +6 (+0 eff.) Silence- +44% ---------- misc Mana/turn +0.40 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +6 Dex +3 Wil dps ---------- Dmg.mod +20% mind +9% physical Apr +7 ----- def ----- Resists +30% acid +30% fire +30% cold +20% mind +42% lightning Crit.dmg- 10.00% Die.at -40.00 life Silence- +47% ---------- misc Mana/turn +0.40 See.Invis +18 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Psionic While equipped: Stats +8 Cun dps ---------- On Hit (Melee): * 26% chance to reduce all saves and defense by 53 ----- def ----- Resists +27% lightning +19% mind Mind.save +15 (+2 eff.) Confus- +46% ---------- misc Psi/ret +0.32 Hate/m.crit +6.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% ----- def ----- Spell.save +7 (+1 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 19.23 cold and 19.23 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+3 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+1 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 7.2 Pwr.cost 6 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 287.12 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +19 Cun dps ---------- Phys.crit +2.0% Melee+ 27 physical Ranged+ 35 physical Dmg.mod +6% mind +15% physical Res.pen +10% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 53 On Hit (Ranged): * 20% chance to reduce all saves and defense by 53 ----- def ----- Armour +8 Defense +33 (+6 eff.) Resists +12% nature +15% blight Poison- +23% Disease- +25% ---------- misc Stam/turn +3.72 Hate/m.crit +3.00 Max.hate +10.00 Bleeding Edge: Puts all charms on 20 cooldown Level 7.2 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 184% weapon damage. If the attack hits, the target will bleed for 343% weapon damage over 7 turns, and all healing will be reduced by 77%. Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str +2 Mag +7 Wil +14 Cun +9 Con dps ---------- Phys.pwr +15 (+2 eff.) Mind.pwr +35 (+6 eff.) Dmg.mod +17% nature +9% mind On Hit (Melee): * 34% chance to reduce damage dealt by 42% ----- def ----- Armour +4 Resists +34% nature Spell.save +19 (+2 eff.) ---------- misc Max.stam +28.00 Max.hate +2.00 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +9 Dex +2 Wil +18 Cun dps ---------- Melee+ 28 physical Ranged+ 35 physical Dmg.mod +18% arcane +6% blight Res.pen +20% arcane Acc +15 (+3 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 53 On Hit (Ranged): * 20% chance to reduce all saves and defense by 53 ----- def ----- Max.HP +77.00 HP.reg +17.00 Heal.mod +18% ---------- misc Mana/s.crit +3.22 Hate/m.crit +2.00 Max.mana +20.00 Max.hate +12.00 Max.vim +20.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 167% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane While equipped: Stats +2 Wil +10 Mag dps ---------- Spell.pwr +10 (+3 eff.) S.pwr/crit +10 Phasing +30% ----- def ----- Resists +60% acid +53% fire +60% lightning +50% cold Spell.save +20 (+2 eff.) ---------- misc Vim/s.crit +2.29 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Crit.mult +20.00% Spell.pwr +15 (+4 eff.) Mov.spd +18% Dmg.mod +6% arcane Acc +12 (+2 eff.) ----- def ----- Defense +10 (+2 eff.) Resists +16% acid +23% fire +30% lightning +22% cold Blind- +37% ---------- misc Max.mana +60.00 Max.vim +10.00 Infravis +5 See.Stealth +20 See.Invis +20 Blinding Speed: Puts all charms on 40 cooldown Level 4.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings make your fingers look great! This item has been sent to the Item's Vault. |
![]() 4.0 T5 longbow 2H weapon [Random Unique] Nature/Master Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Proj.spd +200% While equipped: Stats +29 Str +20 Dex +23 Mag +15 Wil +31 Cun +19 Con dps ---------- Phys.pwr +21 (+3 eff.) Phys.spd +10% Melee Ret 6 arcane On Hit (Ranged): * 30% chance to slow global speed by 83% ---------- misc Infravis +3 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon [Random Unique] Nature Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Crit.r2 +12 cold +93 fire While equipped: Stats +18 Str +17 Dex +20 Mag +40 Wil +20 Cun +37 Con dps ---------- All.spd +16% Dmg.mod +15% cold Res.pen +53% fire Melee Ret 4 lightning ----- def ----- Resists +9% lightning +12% cold Max.HP +165.00 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon [Random Unique] Arcane/Master Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Crit.r2 +16 acid On Hit: 10% Arcane Vortex 5 While equipped: Stats +14 Mag dps ---------- Phys.crit +23.0% Spell.pwr +41 (+9 eff.) S.pwr/crit +2 Dmg.mod +15% blight +33% temporal +23% arcane +24% physical Res.pen +14% physical +10% arcane +23% temporal Acc +21 (+4 eff.) ---------- misc Vim/s.crit +3.20 Max.mana +80.00 Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon [Random Unique] Nature/Master Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Proj.spd +200% Ranged+ +8 mind On Hit.r1 +8 nature On Crit.r2 +4 cold On Hit: * 10% chance to slow global speed by 83% * 20% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +25 Str +15 Dex +18 Mag +17 Wil +29 Cun +12 Con dps ---------- Phys.pwr +15 (+2 eff.) Phys.spd +10% Dmg.mod +24% nature Res.pen +5% nature Melee Ret 2 mind ----- def ----- Resists +6% nature Mind.save +6 (+0 eff.) Longbows are used to shoot arrows at your foes. |
![]() 3.0 T5 longsword 1H weapon [Ego+] Master Power 42.0 - 58.8 Physical Uses 156% Wil, 50% Mag Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +8 Str dps ---------- Dmg.mod +9% physical Acc +24 (+4 eff.) Sharp, long, and deadly. |
![]() 7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 180% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+10 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 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. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 2.0 T5 cloak armor [Random Unique] Master While equipped: Stats +10 Str +10 Con dps ---------- Dmg.mod +21% darkness +3% blight Res.pen +20% darkness Melee Ret 6 arcane ----- def ----- Defense +3 (+1 eff.) Resists +21% blight +9% lightning +22% darkness +7% arcane Phys.save +15 (+2 eff.) Stealth +25 Max.HP +110.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Random Unique] Master While equipped: Stats +6 Str +2 Mag +6 Con dps ---------- Spell.crit +1% Crit.mult +30.00% Spell.pwr +10 (+3 eff.) Res.pen +20% arcane Acc +15 (+3 eff.) Apr +15 Melee Ret 2 blight ----- def ----- Defense +16 (+3 eff.) Phys.save +30 (+4 eff.) Spell.save +6 (+0 eff.) Stealth +15 Max.HP +96.00 ---------- misc Light +4 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item's Vault. |
![]() 2.0 T5 cloak armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Mag +6 Wil dps ---------- Spell.crit +4% Spell.pwr +10 (+3 eff.) Dmg.mod +12% fire Melee Ret 4 light ----- def ----- Defense +3 (+1 eff.) Resists +57% temporal +57% darkness +15% light Spell.save +9 (+1 eff.) Mind.save +13 (+1 eff.) Def/telep +60 Res/telep +30% Dur/telep +58% ---------- misc Max.vim +30.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Random Unique] Master While equipped: Stats +4 Str +5 Dex +4 Con dps ---------- Dmg.mod +19% darkness +12% lightning Res.pen +20% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 42% ----- def ----- Armour +11 Defense +3 (+1 eff.) Resists +0% fire +18% cold +35% darkness +0% light Spell.save +11 (+1 eff.) Stealth +15 ---------- misc Stam/turn +1.50 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item's Vault. This object's appearance was changed to Serpentine Cloak. |
![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +5 Wil +2 Cun +4 Con dps ---------- Crit.mult +30.00% S.pwr/crit +2 Res.pen +30% mind Acc +19 (+3 eff.) Apr +15 ----- def ----- Defense +12 (+2 eff.) Resists +25% light +23% fire Phys.save +24 (+3 eff.) Mind.save +10 (+1 eff.) Stealth +29 Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item's Vault. |
![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Str +2 Cun +4 Con dps ---------- Spell.pwr +5 (+1 eff.) On Hit (Melee): * 32% chance to slow global speed by 83% ----- def ----- Armour +11 Defense +22 (+4 eff.) Resists +9% nature +42% fire +50% light +30% cold Stealth +27 ---------- misc Mana/turn +0.08 Vim/s.crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Random Unique] Arcane/Nature/Master While equipped: Stats +7 Str +5 Mag +8 Wil +3 Con dps ---------- Spell.crit +15% Dmg.mod +19% darkness Res.pen +20% darkness Melee Ret 2 blight 2 cold On Hit (Melee): * 20% chance to reduce all saves and defense by 53 ----- def ----- Defense +3 (+1 eff.) Resists +19% darkness Phys.save +11 (+1 eff.) Mind.save +15 (+2 eff.) Stealth +25 Die.at -50.00 life ---------- misc Vim/s.crit +2.00 Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Random Unique] Master While equipped: Stats +1 Dex dps ---------- Mind.crit +4% Crit.mult +30.00% Dmg.mod +23% darkness Res.pen +20% darkness +10% cold Acc +15 (+3 eff.) Apr +15 Melee Ret 6 cold ----- def ----- Armour +10 Defense +18 (+3 eff.) Resists +9% acid +25% darkness +8% arcane Phys.save +24 (+3 eff.) Spell.save +33 (+4 eff.) Mind.save +24 (+3 eff.) Stealth +40 ---------- misc Max.hate +4.00 Light +2 See.Invis +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Random Unique] Arcane/Nature While equipped: Stats +12 Mag +12 Wil dps ---------- Spell.crit +8% Dmg.mod +21% blight Melee Ret 12 blight ----- def ----- Defense +3 (+1 eff.) Resists +20% nature +20% blight Spell.save +15 (+2 eff.) HP.reg +8.00 Heal.mod +19% Def/telep +17 Res/telep +17% Dur/telep +17% ---------- misc Vim/s.crit +2.00 Max.mana +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item's Vault. |
![]() 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +1 Wil dps ---------- Spell.crit +2% S.pwr/crit +4 Dmg.mod +12% arcane Phasing +30% ----- def ----- Defense +11 (+2 eff.) Resists +7% acid +7% lightning +13% blight +7% cold +12% nature +7% fire Phys.save +8 (+1 eff.) Spell.save +3 (+0 eff.) HP.reg +6.00 Heal.mod +12% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +4 Str +6 Dex +5 Cun +4 Con dps ---------- Crit.mult +5.00% Mind.pwr +10 (+2 eff.) Dmg.mod +15% nature Acc +24 (+4 eff.) Apr +12 On Hit (Melee): * 10% chance to slow global speed by 83% ----- def ----- Defense +8 (+2 eff.) Resists +10% acid +10% fire +10% lightning +7% cold ---------- misc Psi/ret +0.16 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Random Unique] Nature/Psionic While equipped: Stats +4 Wil dps ---------- Mind.crit +4% Crit.mult +10.00% Dmg.mod +6% mind ----- def ----- Defense +3 (+1 eff.) Resists +20% blight +20% nature +18% darkness Phys.save +12 (+1 eff.) Mind.save +29 (+4 eff.) Die.at -50.00 life HP.reg +11.00 Heal.mod +20% ---------- misc Max.psi +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Cun dps ---------- Acc +35 (+6 eff.) ----- def ----- Defense +15 (+3 eff.) Fatigue -10% Resists +9% mind Crit.dmg- 5.00% Phys.save +25 (+3 eff.) Mind.save +14 (+2 eff.) Die.at -50.00 life Max.HP +170.00 Silence- +10% Confus- +27% ---------- misc Max.stam +40.00 Max.psi +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Random Unique] Master/Psionic While equipped: Stats +10 Cun +12 Wil dps ---------- Mind.crit +16% Dmg.mod +3% nature +3% mind +20% darkness Res.pen +13% darkness Melee Ret 2 darkness ----- def ----- Defense +3 (+1 eff.) Resists +15% fire +30% darkness +9% nature Stealth +23 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +30 (+7 eff.) ----- def ----- Defense +6 (+1 eff.) Resists +15% all Spell.save +25 (+3 eff.) Blind- +50% ---------- misc See.Invis +10 On Spell Hit: 5% Blood Grasp 3 On Spell Hit: 5% Soul Rot 3 A silk robe, darker than the darkest night sky, it radiates power. |
![]() 2.0 T5 feet armor [Random Unique] Master/Psionic While equipped: Stats +5 Str +8 Dex +6 Mag +7 Wil +6 Cun +12 Con +15 Lck dps ---------- Mind.pwr +9 (+1 eff.) Res.pen +10% physical ----- def ----- Armour +5 Resists +18% temporal +6% fire +6% nature +8% arcane Phys.save +25 (+3 eff.) Spell.save +12 (+1 eff.) Mind.save +25 (+3 eff.) Stealth +15 Blindside: Puts all charms on 25 cooldown Level 5.9 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 60% (at 0 Hate) to 200% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 95 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
![]() 2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun dps ---------- Mov.spd +25% ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Unknown While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +10 (+3 eff.) ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +8% Resists +10% blight Spell.save +10 (+1 eff.) Max.HP +80.00 HP.reg -0.20 Spit Blight: Level 4.5 Pwr.cost 10 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit blight at your target doing 371.91 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. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +3 Str +2 Wil +6 Cun +6 Con dps ---------- Phys.crit +6.0% Spell.crit +3% Phys.pwr +6 (+1 eff.) Mov.spd +10% Acc +10 (+2 eff.) Apr +13 ----- def ----- Armour +5 Fatigue -6% Phys.save +31 (+4 eff.) Mind.save +24 (+3 eff.) Max.HP +52.00 ---------- misc Stam/turn +4.33 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +5 Mag +6 Cun +4 Con dps ---------- Spell.pwr +11 (+3 eff.) Dmg.mod +12% arcane ----- def ----- Armour +5 Fatigue +4% Resists +3% blight Phys.save +23 (+3 eff.) Spell.save +6 (+0 eff.) Mind.save +19 (+2 eff.) Silence- +41% Confus- +40% Stun/Frz- +42% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.mana +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Apr +5 ----- def ----- Armour +1 ---------- misc Stam/turn +0.50 Max.stam +16.00 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +4 Wil +12 Mag dps ---------- Phys.crit +5.0% Phys.pwr +11 (+2 eff.) Spell.pwr +10 (+3 eff.) Dmg.mod +9% acid +10% blight Res.pen +5% fire +12% temporal +20% darkness +20% physical ----- def ----- Armour +5 Resists +36% temporal +30% darkness +9% fire Disease- +43% Def/telep +32 Res/telep +25% Dur/telep +28% ---------- misc Stam/turn +4.00 Light +2 Infravis +2 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Mag +8 Wil +6 Cun dps ---------- S.pwr/crit +8 Dmg.mod +9% blight ----- def ----- Armour +5 Resists +15% blight +14% fire +14% cold Phys.save +15 (+2 eff.) Spell.save +15 (+2 eff.) Mind.save +15 (+2 eff.) ---------- misc Mana/s.crit +2.69 Vim/s.crit +2.00 Spell.cld 10% A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Mag +4 Wil +6 Cun +6 Con dps ---------- Phys.crit +3.0% Phys.pwr +14 (+2 eff.) Spell.pwr +17 (+4 eff.) Mind.pwr +15 (+2 eff.) Dmg.mod +21% physical Res.pen +15% nature ----- def ----- Armour +5 Defense +37 (+7 eff.) Resists +6% arcane Phys.save +25 (+3 eff.) Mind.save +25 (+3 eff.) Blink to a nearby random location (rad 13) Puts all charms on 25 cooldown A pair of boots made of leather. This item has been sent to the Item's Vault. |
![]() 2.0 T5 feet armor [Random Unique] Nature/Master While equipped: Stats +1 Dex +3 Con dps ---------- Mov.spd +10% Dmg.mod +9% physical Apr +3 ----- def ----- Armour +13 Fatigue -8% Resists +10% fire +15% cold Die.at -60.00 life Max.HP +45.00 ---------- misc Stam/turn +0.70 Infravis +3 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats +8 Dex +6 Wil +6 Cun +13 Lck dps ---------- Apr +3 On Hit (Melee): * 27 arcane resource burn ----- def ----- Armour +5 Resists +14% lightning +24% temporal +6% nature +9% acid Crit.dmg- 15.00% Phys.save +13 (+2 eff.) Spell.save +15 (+2 eff.) Mind.save +15 (+2 eff.) Stealth +14 ---------- misc Hate/m.crit +1.00 Light +3 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +4 Dex +6 Mag +6 Wil +6 Cun dps ---------- Spell.crit +5% Mind.crit +5% Dmg.mod +3% acid +3% light Res.pen +25% light ----- def ----- Armour +5 Fatigue -10% Resists +6% light Phys.save +15 (+2 eff.) ---------- misc Max.enc +39 Mana/turn +0.53 Max.mana +60.00 Disengage: Puts all charms on 15 cooldown Level 5.9 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 7 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 210% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +6 Dex dps ---------- Dmg.mod +6% darkness Res.pen +10% darkness ----- def ----- Armour +4 Defense +12 (+2 eff.) Fatigue +3% Resists +7% lightning +14% temporal Def/telep +15 Res/telep +15% Dur/telep +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Psionic While equipped: Stats +1 Dex +6 Wil +6 Cun dps ---------- Spell.pwr +10 (+3 eff.) Mind.pwr +5 (+1 eff.) Dmg.mod +9% fire Res.pen +10% mind Melee Ret 2 fire ----- def ----- Armour +5 Fatigue +4% Resists +9% nature +9% acid Phys.save +18 (+2 eff.) Spell.save +15 (+2 eff.) Mind.save +15 (+2 eff.) Disease- +20% Silence- +44% Confus- +50% Stun/Frz- +82% ---------- misc Equi/ret +0.04 Light +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Str +6 Wil +5 Cun +4 Con dps ---------- Dmg.mod +12% light Res.pen +20% light On Hit (Melee): * 10 arcane resource burn * 20% chance to reduce all saves and defense by 53 ----- def ----- Armour +5 Fatigue +4% Resists +3% acid +9% temporal +3% darkness +9% lightning +9% cold +3% nature +12% light Phys.save +13 (+2 eff.) Spell.save +15 (+2 eff.) Mind.save +15 (+2 eff.) HP.reg +11.00 Heal.mod +19% Rush: Puts all charms on 25 cooldown Level 4.5 Pwr.cost 25 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +4 Str +9 Dex +5 Cun +10 Con ----- def ----- Armour +5 Defense +21 (+4 eff.) Fatigue +4% Resists +21% fire +6% darkness +12% cold Phys.save +24 (+3 eff.) Mind.save +20 (+2 eff.) ---------- misc Light +4 See.Invis +9 Rush: Puts all charms on 25 cooldown Level 5.9 Pwr.cost 25 out of 25/25. Range 10 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This item has been sent to the Item's Vault. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +5 Str +2 Mag +3 Wil +4 Con dps ---------- Dmg.mod +12% acid Res.pen +20% cold ----- def ----- Armour +14 Fatigue +4% Resists +29% lightning +15% temporal +9% light +15% fire +15% cold +15% acid Rush: Puts all charms on 25 cooldown Level 4.5 Pwr.cost 25 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +15 Dex +9 Wil +6 Con dps ---------- Phys.crit +6.0% Crit.mult +20.00% Phys.pwr +6 (+1 eff.) Mind.pwr +24 (+4 eff.) Dmg.mod +18% mind Res.pen +10% physical Apr +13 ----- def ----- Armour +5 Defense +15 (+3 eff.) Fatigue +4% Resists +12% cold ---------- misc Psi/ret +0.08 Hate/m.crit +2.00 Blindside: Puts all charms on 25 cooldown Level 3.2 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 50% (at 0 Hate) to 167% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 75 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +4 Str +4 Con dps ---------- Phys.crit +6.0% Phys.pwr +4 (+1 eff.) Apr +10 ----- def ----- Armour +14 Defense +15 (+3 eff.) Fatigue +4% Resists +6% acid +6% nature +3% mind +9% blight Spell.save +6 (+0 eff.) ---------- misc Infravis +3 Rush: Puts all charms on 25 cooldown Level 5.9 Pwr.cost 25 out of 25/25. Range 10 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Cun dps ---------- Melee+ 10 poison ----- def ----- Armour +4 Poison- +20% Unarmed combat: Power 21.0 - 29.4 Physical Uses 87% Wil, 50% Mag, 87% Cun Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +10 crippling poison Fire a poisonous bolt out to range 6 that deals 25 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 76 addition nature damage over 3 turns (damage based on Cunning). Uses 12 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
![]() 1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Unarmed combat: Power 14.0 - 15.4 Physical Uses 70% Mag, 87% Cun, 87% Wil Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +6.0% Atk.spd 125% Dmg.conv 100% void On Hit: 15% Dust to Dust 1 On Hit: 10% Mind Blast 1 On Hit: 10% Turn Back the Clock 1 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Unarmed combat: Power 36.0 - 50.4 Physical Uses 87% Wil, 50% Mag, 87% Cun Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 100% Melee+ +20 arcane On Hit: 15% Wave of Power 1 On Hit: 10% Displacement Shield 3 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. This item has been sent to the Item's Vault. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Cun +4 Dex dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 7 temporal 19 darkness 10 mind Ranged+ 10 temporal Dmg.mod +4% temporal Res.pen +20% light Acc +7 (+1 eff.) Apr +5 On Hit (Melee): * 13% chance to reduce all saves and defense by 53 ----- def ----- Armour +2 Fatigue +3% Resists +21% acid +7% temporal Mind.save -13 (-2 eff.) Unarmed combat: Power 22.5 - 31.5 Physical Uses 87% Wil, 50% Mag, 87% Cun Acc+ +0.2% base dam (max 20%) Acc +8 Apr +15 Crit +8.0% Atk.spd 100% On Hit: 10% Reproach 3 On Hit: 15% Perfect Strike 3 On Hit: * 7% chance to gain 10% of a turn (3/turn limit) Ruined Earth: Puts all charms on 20 cooldown Level 5.9 Pwr.cost 20 out of 20/20. Range 7 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 7 for 8 turns. Any who stand upon it are weakened, reducing the damage they inflict by 54% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +9 Mag +3 Cun ----- def ----- Defense +8 (+2 eff.) Stun/Frz- +20% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Unarmed combat: Power 36.0 - 50.4 Physical Uses 70% Mag, 87% Cun, 87% Wil Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +10.0% Atk.spd 125% On Hit: 10% Blood Grasp 3 On Hit: 12% Soul Rot 3 On Hit: 8% Drain 2 Increases all damage by 4% of current vim Current Bonus: 16% Darkfire: Level 8.5 Pwr.cost 12 out of 12/12. Range 6 Travel.spd 400% of base Is a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 170.98 fire damage and 150.86 darkness damage in a radius of 8. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+0 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+2 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 25.0 - 35.0 Physical Uses 87% Wil, 50% Mag, 87% Cun Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 105% On Hit: 20% Poisonous Bite 3 On Hit: 10% Quick as Thought 3 On Hit: 5% Implode 1 Mindhook: Level 7.2 Pwr.cost 16 out of 24/24. Range 7 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 7 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
![]() 1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Str +4 Wil +4 Con dps ---------- Dmg.mod +21% darkness Res.pen +32% darkness +20% mind On Hit (Melee): * 26% chance to reduce damage dealt by 42% * 26% chance to reduce all saves and defense by 53 ----- def ----- Armour +2 Resists +21% acid +21% nature Spell.save +21 (+3 eff.) Disarm- +38% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 16.5 - 18.2 Physical Uses 87% Wil, 50% Mag, 87% Cun Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 125% On Hit: 10% Disarm 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 19.0 - 20.9 Physical Uses 87% Wil, 87% Cun, 50% Mag Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 125% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag dps ---------- Spell.crit +10% Spell.pwr +10 (+3 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 Unarmed combat: Power 39.0 - 54.6 Physical Uses 60% Mag, 87% Wil, 87% Cun Acc+ +0.2% base dam (max 20%) Apr +10 Crit +7.0% Atk.spd 100% On Hit.r1 +50 gravity On Crit.r2 +30 gravity pin On Hit: 15% Earthen Missiles 5 Earthquake: Level 7.2 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 94.66 physical damage in a radius of 5 each turn for 9 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. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% ---------- misc Max.hate +20.00 Unarmed combat: Power 26.0 - 36.4 Physical Uses 127% Wil, 87% Cun, 50% Mag Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 100% On Hit: 10% Dominate 3 On Hit: 5% Slash 3 Instill Fear: Level 5.9 Pwr.cost 20 out of 30/30. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 56.17 mind and 56.17 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 50% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 54. Terrified: Deals 13.91 mind and 13.91 darkness damage per turn and increases cooldowns by 82%. Haunted: Causes the target to suffer 21.67 mind and 21.67 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Unarmed combat: Power 17.0 - 18.7 Physical Uses 87% Wil, 50% Mag, 87% Cun Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.0% Atk.spd 125% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 3.5 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 406.26 physical damage and knocking targets back 6 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Unarmed combat: Power 36.0 - 50.4 Physical Uses 87% Wil, 50% Mag, 87% Cun Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 100% Gauntlets. But with steam power! This item has been sent to the Item's Vault. |
![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+3 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Unarmed combat: Power 23.0 - 32.2 Physical Uses 87% Wil, 50% Mag, 87% Cun Acc+ +0.2% base dam (max 20%) Apr +10 Crit +4.0% Atk.spd 100% Melee+ +20 lightning On Hit: 20% Chain Lightning 2 On Hit: 15% Nova 1 On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag dps ---------- Dmg.mod +15% all Res.pen +10% all ----- def ----- Armour +15 ---------- misc Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Unarmed combat: Power 38.0 - 53.2 Physical Uses 60% Mag, 87% Wil, 87% Cun Acc+ +0.2% base dam (max 20%) Apr +10 Crit +7.0% Atk.spd 100% On Hit: 20% Obliterating Smash 3 Your Obliterating Smash can destroy walls. Obliterating Smash: Level 5.9 Pwr.cost 25 out of 25/25. Range 3 Travel.spd instantaneous Is a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 191% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 22. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
![]() 1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Unarmed combat: Power 18.0 - 19.8 Physical Uses 87% Wil, 87% Cun, 50% Mag Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 125% Melee+ +10 fire Dmg.conv 50% fire On Hit: 10% Bellowing Roar 3 On Hit: 10% Fire Breath 2 Fire Breath: Level 4.5 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 8. Any target caught in the area will take 981.84 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +5 Dex +14 Con dps ---------- Acc +22 (+4 eff.) ----- def ----- Armour +23 Hardiness +14% Fatigue +5% Resists +12% physical Unarmed combat: Power 30.0 - 42.0 Physical Uses 87% Wil, 50% Mag, 87% Cun Acc+ +0.2% base dam (max 20%) Acc +13 Apr +15 Crit +21.0% Atk.spd 100% On Hit: 5% Stone Touch 5 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +9 Str +14 Dex +12 Cun +7 Con dps ---------- Dmg.mod +15% lightning +18% temporal Res.pen +20% nature Apr +8 On Hit (Melee): * 10% chance to slow global speed by 83% ----- def ----- Armour +5 Fatigue +5% Resists +15% acid +3% temporal +20% cold +15% fire +6% nature +18% lightning Def/telep +20 Res/telep +20% Dur/telep +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +10 Str +9 Con dps ---------- Dmg.mod +12% lightning +12% acid On Hit (Melee): * 20% chance to reduce armor by 43% ----- def ----- Armour +5 Fatigue +5% Resists +18% acid +13% fire +21% lightning +15% cold A cap made of leather. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +2 Mag +13 Wil dps ---------- Crit.mult +10.00% Spell.pwr +5 (+1 eff.) Mind.pwr +10 (+2 eff.) S.pwr/crit +8 Res.pen +20% blight Melee Ret 10 blight ----- def ----- Armour +14 Defense +8 (+2 eff.) Fatigue +5% Resists +15% blight +12% temporal +14% lightning +7% all Phys.save +14 (+2 eff.) Mind.save +15 (+2 eff.) ---------- misc Max.hate +4.00 A cap made of leather. |
![]() 2.0 T5 head armor [Random Unique] Master While equipped: Stats +22 Str +10 Dex +8 Cun dps ---------- Mind.crit +3% Mind.pwr +25 (+4 eff.) Melee Ret 4 darkness 4 mind ----- def ----- Armour +5 Fatigue +5% Resists +28% darkness Mind.save +9 (+1 eff.) ---------- misc Max.psi +20.00 Infravis +8 Skullcr.mult +3 Skullcracker: Puts all charms on 20 cooldown Level 5.9 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 224.1 Physical damage. If the attack hits, the target is confused (48% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +5 Str +10 Dex +10 Con dps ---------- Phys.pwr +6 (+1 eff.) Res.pen +10% lightning Acc +10 (+2 eff.) Apr +1 Melee Ret 6 lightning On Hit (Melee): * 20% chance to slow global speed by 83% ----- def ----- Armour +5 Fatigue +5% Resists +6% lightning +18% mind +9% nature Mind.save +30 (+4 eff.) Confus- +49% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +7 Mag +7 Wil +10 Cun dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +6% acid On Hit (Melee): * 32% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +3 (+1 eff.) Resists +7% lightning +6% temporal +8% light +7% fire +8% nature +8% acid +6% physical +8% blight +8% cold +17% darkness Mind.save +15 (+2 eff.) Die.at -40.00 life Knockbk- +20% A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Random Unique] Master/Psionic While equipped: Stats +11 Str +7 Mag +8 Wil +5 Cun dps ---------- Spell.crit +3% Spell.pwr +10 (+3 eff.) Mind.pwr +6 (+1 eff.) Dmg.mod +12% fire Phasing +30% ----- def ----- Armour +5 Fatigue +5% Resists +21% fire +8% arcane +11% cold Spell.save +6 (+0 eff.) ---------- misc Mana/s.crit +2.00 Skullcr.mult +3 Skullcracker: Puts all charms on 20 cooldown Level 5.9 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 224.1 Physical damage. If the attack hits, the target is confused (48% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +15 Str +10 Dex +3 Mag +9 Cun +22 Con dps ---------- Dmg.mod +12% lightning Res.pen +20% lightning ----- def ----- Armour +5 Fatigue +5% Resists +6% lightning Phys.save +13 (+2 eff.) Mind.save +15 (+2 eff.) ---------- misc Stam/ret +2.80 Equi/ret +2.40 See.Invis +6 Battle Cry: Puts all charms on 28 cooldown Level 4.5 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 7, lowering their Defense by 32 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
![]() 3.0 T4 head armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +8 Mag +4 Wil +8 Cun dps ---------- Dmg.mod +20% blight Res.pen +10% blight Acc +10 (+2 eff.) ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +6% Resists +20% blight Disease- +50% ---------- misc See.Stealth +12 See.Invis +12 Masteries +0.30 Corruption/Vim On Spell Hit: 10% Vimsense 3 This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 3.2 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 4 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 4 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
![]() 2.0 T4 head armor [Unique] Arcane You need to find something to bind its powers. While equipped: ----- def ----- Armour +3 Fatigue +3% Dmg.red +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
![]() 2.0 T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +2 Str +7 Wil +7 Cun dps ---------- Mind.crit +5% Phys.pwr +20 (+3 eff.) Mind.pwr +15 (+2 eff.) S.pwr/crit +4 Dmg.mod +19% nature +20% mind Res.pen +15% arcane Melee Ret 8 arcane On Hit (Melee): * 32% chance to reduce armor by 43% ----- def ----- Defense +3 (+1 eff.) Resists +28% nature +20% mind Phys.save +30 (+4 eff.) Spell.save +15 (+2 eff.) Mind.save +20 (+2 eff.) ---------- misc Max.psi +35.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +5 Str +13 Dex +5 Mag +11 Con +17 Lck dps ---------- Phys.crit +8.0% Spell.crit +8% Mind.crit +8% Phys.pwr +26 (+4 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +25% darkness Die.at -40.00 life ---------- misc Infravis +8 A cap made of leather. This item has been sent to the Item's Vault. |
![]() 2.0 T5 head armor [Random Unique] Arcane While equipped: Stats +10 Mag +10 Con dps ---------- Spell.pwr +9 (+2 eff.) Dmg.mod +20% blight +18% light +21% mind +20% arcane Res.pen +15% blight +10% arcane Melee Ret 6 blight 2 mind 4 light ----- def ----- Defense +3 (+1 eff.) Resists +20% blight +6% mind ---------- misc Mana/turn +3.00 Mana/ret +2.80 Max.mana +100.00 Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 8.5 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 35 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 11 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Random Unique] Arcane While equipped: Stats +10 Mag dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +13% acid +9% light +15% lightning +15% cold +15% arcane +15% fire Res.pen +5% temporal +40% light +10% cold ----- def ----- Defense +3 (+1 eff.) Resists +3% light +6% cold Spell.save +13 (+1 eff.) Def/telep +24 Res/telep +24% Dur/telep +24% ---------- misc Mana/turn +2.80 Mana/ret +1.80 Max.mana +106.00 Manaflow: Puts all charms on 40 cooldown Level 2.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 18 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 3.0 T4 head armor Reqs Heavy armour training [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck dps ---------- Dmg.mod +10% physical +10% fire ----- def ----- Armour +9 Defense +5 (+1 eff.) Fatigue +10% ---------- misc Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Level 5.9 Pwr.cost 45 out of 45/45. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You let out a powerful roar that sends your foes in radius 7 into utter confusion (power: 55%) for 3 turns. The sound wave is so strong, your foes also take 558.01 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Unique] Master While equipped: ----- def ----- Armour +20 Fatigue +12% Resists +15% acid +15% physical +15% fire +15% cold +15% lightning Phys.save +12 (+1 eff.) Spell.save +12 (+1 eff.) Mind.save +12 (+1 eff.) ---------- misc Telepathy Dragon Traces of a dragon's power still remain in this bleached and cracked skull. |
![]() 2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Mind.crit +10% Mind.pwr +15 (+2 eff.) Dmg.mod +12% fire +20% physical +23% darkness +9% arcane Res.pen +15% darkness Melee Ret 4 fire 6 arcane 6 darkness ----- def ----- Defense +3 (+1 eff.) Resists +20% physical +29% darkness +12% fire Shield.pwr +12% HP.reg +5.10 ---------- misc Psi/turn +0.29 Max.hate +12.00 A pointy cloth hat, very wizardly... |
![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +10 Str dps ---------- Phys.crit +2.0% Phys.pwr +15 (+2 eff.) Dmg.mod +9% acid +6% physical ----- def ----- Armour +9 Fatigue +5% Resists +29% acid +25% fire +27% lightning +30% cold Phys.save +3 (+0 eff.) Mind.save +21 (+3 eff.) ---------- misc Psi/ret +0.32 Max.hate +4.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +2 Dex +8 Wil +5 Cun dps ---------- Mind.pwr +6 (+1 eff.) Dmg.mod +9% blight Res.pen +10% blight ----- def ----- Armour +5 Fatigue +5% Resists +15% acid +14% temporal +13% fire +6% blight +15% cold +6% mind +23% lightning A cap made of leather. |
![]() 2.0 T5 head armor [Unique] Master While equipped: Stats +12 Cun +18 Dex dps ---------- Phys.crit +10.0% Steam.crit +15% Dmg.mod +10% physical Res.pen +15% physical Acc +40 (+7 eff.) Apr +15 ----- def ----- Defense +15 (+3 eff.) Blind- +100% ---------- misc Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
![]() 2.0 T5 head armor [Random Unique] Arcane While equipped: Stats +6 Str +10 Mag dps ---------- Spell.crit +5% Dmg.mod +15% light +15% temporal +15% darkness +12% physical ----- def ----- Defense +13 (+3 eff.) Resists +8% lightning +8% temporal +8% light +8% fire +8% nature +8% acid +7% blight +8% cold +8% arcane +8% darkness Spell.save +15 (+2 eff.) HP.reg +6.00 Blind- +20% ---------- misc Mana/s.crit +3.20 Light +4 A pointy cloth hat, very wizardly... |
![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +1 Str +10 Dex +4 Con dps ---------- Res.pen +20% light On Hit (Melee): * 10% chance to slow global speed by 83% ----- def ----- Armour +14 Defense +7 (+2 eff.) Fatigue +5% Resists +3% acid +22% darkness +19% cold +15% fire +18% nature +7% all Phys.save +14 (+2 eff.) ---------- misc Infravis +5 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Random Unique] Master/Psionic While equipped: Stats +5 Cun +15 Wil dps ---------- Mind.pwr +6 (+1 eff.) Dmg.mod +6% darkness Res.pen +25% darkness Melee Ret 12 light ----- def ----- Armour +11 Fatigue +5% Resists +15% blight +6% light +27% lightning Mind.save +15 (+2 eff.) ---------- misc Light +1 Infravis +4 A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) Dmg.mod +6% acid +21% cold Res.pen +20% cold ----- def ----- Armour +5 Fatigue +5% Resists +4% physical +22% cold Phys.save +31 (+4 eff.) ---------- misc Breathe water A cap made of leather. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +13 Str +12 Wil +5 Cun dps ---------- Mind.pwr +6 (+1 eff.) Res.pen +15% fire Melee Ret 6 fire On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 33 ----- def ----- Armour +5 Fatigue +5% Resists +6% fire +29% light +19% darkness Skullcr.mult +3 Skullcracker: Puts all charms on 20 cooldown Level 5.9 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 224.1 Physical damage. If the attack hits, the target is confused (48% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +2 Str +4 Mag dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +10 (+3 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. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Str +12 Wil +5 Cun dps ---------- Phys.pwr +10 (+2 eff.) Mind.pwr +6 (+1 eff.) Dmg.mod +21% arcane Res.pen +15% acid Melee Ret 6 mind 10 fire ----- def ----- Armour +5 Fatigue +5% Resists +9% acid +15% physical +15% cold +21% mind +15% fire Phys.save +15 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Random Unique] Master While equipped: Stats +7 Str +10 Dex +2 Cun +7 Con dps ---------- Crit.mult +15.00% Mind.pwr +10 (+2 eff.) Dmg.mod +3% mind ----- def ----- Armour +5 Fatigue +5% Resists +3% temporal ---------- misc Max.hate +4.00 A cap made of leather. |
![]() 2.0 T5 head armor [Random Unique] Master/Psionic While equipped: Stats +9 Str +19 Dex +5 Wil +5 Cun dps ---------- Mind.pwr +6 (+1 eff.) Dmg.mod +9% blight +12% temporal +9% arcane Melee Ret 2 temporal On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 33 ----- def ----- Armour +5 Fatigue +5% Resists +6% blight +18% temporal +8% arcane Def/telep +15 Res/telep +15% Dur/telep +15% Skullcr.mult +3 Skullcracker: Puts all charms on 20 cooldown Level 5.9 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 224.1 Physical damage. If the attack hits, the target is confused (48% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +5 Str +10 Dex +11 Con dps ---------- Phys.pwr +6 (+1 eff.) Dmg.mod +15% lightning +12% light Res.pen +5% blight ----- def ----- Armour +5 Fatigue +5% Resists +25% darkness +6% blight ---------- misc Light +3 Infravis +8 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Random Unique] Arcane While equipped: Stats +2 Cun +2 Wil dps ---------- Dmg.mod +15% acid +20% darkness +15% lightning +15% fire +13% arcane +13% cold ----- def ----- Defense +18 (+3 eff.) Resists +18% cold +42% darkness +1% physical Shield.pwr +12% Max.HP +60.00 HP.reg +6.00 ---------- misc Psi/ret +0.08 Hate/m.crit +3.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +4 Str +7 Cun +11 Con dps ---------- Crit.mult +15.00% Mind.pwr +5 (+1 eff.) ----- def ----- Armour +9 Fatigue +5% Resists +15% acid +15% lightning +15% cold +15% nature +14% fire Spell.save +10 (+1 eff.) Die.at -80.00 life Max.HP +87.00 Heal.mod +19% A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Random Unique] Master While equipped: Stats +28 Str +5 Con dps ---------- Phys.pwr +6 (+1 eff.) Dmg.mod +6% physical ----- def ----- Armour +7 Defense +10 (+2 eff.) Fatigue +5% Resists +9% acid +6% nature +6% mind +6% blight Mind.save +6 (+0 eff.) Knockbk- +30% ---------- misc Max.stam +10.00 Skullcr.mult +6 Skullcracker: Puts all charms on 20 cooldown Level 5.9 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 224.1 Physical damage. If the attack hits, the target is confused (48% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
![]() 2.0 T4 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +10% Spell.pwr +10 (+3 eff.) Mind.pwr +15 (+2 eff.) Melee+ 30% gloom effects Dmg.mod +10% darkness +10% physical ----- def ----- Defense +2 (+1 eff.) Resists +20% fire Mind.save -10 (-2 eff.) Heal.mod -10% ---------- misc Hate/m.crit +2.00 Hate/kill +2.00 Max.hate +20.00 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony 2 On Mind Hit: 10% Hateful Whisper 2 This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +10 Str +10 Dex +2 Mag dps ---------- Spell.crit +2% Crit.mult +15.00% S.pwr/crit +4 Dmg.mod +9% nature +9% blight Res.pen +25% blight +10% arcane Melee Ret 8 acid On Hit (Melee): * 10% chance to reduce armor by 43% ----- def ----- Armour +5 Fatigue +5% Resists +30% acid +15% fire +14% lightning +15% cold ---------- misc Max.mana +20.00 A cap made of leather. |
![]() 1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +10% Mind.pwr +20 (+3 eff.) ----- def ----- Defense +7 (+2 eff.) Mind.save -25 (-4 eff.) Confus- -30% ---------- misc Hate/m.crit +5.00 Psi/m.crit +5.00 Max.psi +50.00 Infravis +5 They are out to get you. This is not real this is not real this is not real. By all accounts, just an ordinary cooking pot with an array of antennae haphazardly soldered onto it. An attached manual contains nothing but fifty pages of deranged gibberish, nonsensical diagrams and lines upon lines of numbers with no apparent pattern or reason to them. Putting this on your head may not be the best idea. |
![]() 2.0 T5 head armor [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Str +2 Dex +9 Wil +8 Cun dps ---------- Mind.crit +3% Dmg.mod +15% physical +12% light +18% cold +11% darkness +15% temporal Melee Ret 6 lightning ----- def ----- Defense +3 (+1 eff.) Resists +18% fire +27% cold Phys.save +15 (+2 eff.) Mind.save +6 (+0 eff.) ---------- misc Psi/ret +0.08 A pointy cloth hat, very wizardly... |
![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +21 Str dps ---------- Crit.mult +10.00% Dmg.mod +6% blight +6% darkness Melee Ret 4 nature ----- def ----- Armour +5 Fatigue +5% Resists +6% lightning +12% light +6% nature Crit.dmg- 24.00% Mind.save +12 (+1 eff.) Silence- +30% ---------- misc Stam/ret +2.90 Equi/ret +3.00 Skullcr.mult +6 Skullcracker: Puts all charms on 20 cooldown Level 5.9 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 224.1 Physical damage. If the attack hits, the target is confused (48% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +10 Str +7 Wil dps ---------- Phys.pwr +12 (+2 eff.) Dmg.mod +9% arcane Res.pen +10% physical On Hit (Melee): * 32% chance to slow global speed by 83% * 32% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +20 Defense +12 (+2 eff.) Fatigue +5% Resists +15% lightning +15% temporal +18% physical +7% all Phys.save +29 (+4 eff.) Spell.save +3 (+0 eff.) A cap made of leather. |
![]() 2.0 T5 head armor [Random Unique] Master While equipped: Stats +9 Str +13 Dex +10 Wil +5 Cun dps ---------- Dmg.mod +3% nature Apr +5 ----- def ----- Armour +5 Fatigue +5% Resists +19% blight +1% physical +12% nature Mind.save +13 (+1 eff.) Die.at -60.00 life HP.reg +5.31 Blind- +10% Teleport- +20% Skullcr.mult +3 Skullcracker: Puts all charms on 20 cooldown Level 5.9 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 224.1 Physical damage. If the attack hits, the target is confused (48% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+1 eff.) Stun/Frz- +30% Skullcr.mult +2 Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +7 Mag +7 Con dps ---------- Mind.crit +9% Mind.pwr +12 (+2 eff.) Dmg.mod +3% cold +13% physical +19% darkness +14% arcane Res.pen +25% mind ----- def ----- Defense +3 (+1 eff.) Resists +15% cold +15% physical +6% mind +20% darkness ---------- misc Psi/turn +0.10 Max.hate +10.00 Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 8.5 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 35 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 11 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Cun +17 Wil dps ---------- Mind.pwr +5 (+1 eff.) Dmg.mod +3% acid +18% cold On Hit (Melee): * 25% chance to reduce armor by 43% ----- def ----- Armour +4 Defense +3 (+1 eff.) Resists +6% acid +27% cold +3% nature Phys.save +15 (+2 eff.) Mind.save +6 (+0 eff.) Max.HP +120.00 A pointy cloth hat, very wizardly... |
![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +15 Str +9 Dex +6 Mag +10 Cun +6 Con dps ---------- Spell.crit +1% Dmg.mod +3% arcane +6% fire Acc +12 (+2 eff.) Melee Ret 10 blight On Melee Ret: * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +12 (+2 eff.) Fatigue +5% Phys.save +12 (+1 eff.) Mind.save +15 (+2 eff.) ---------- misc Mana/s.crit +2.00 Vim/s.crit +3.36 Max.mana +80.00 Skullcr.mult +3 Battle Cry: Puts all charms on 28 cooldown Level 4.5 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 7, lowering their Defense by 32 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Mind.crit +19% Crit.mult +10.00% Mind.pwr +20 (+3 eff.) Dmg.mod +37% mind +20% light Res.pen +10% light ----- def ----- Defense +3 (+1 eff.) Resists +30% light +6% darkness +38% mind Phys.save +28 (+4 eff.) Mind.save +34 (+4 eff.) ---------- misc Psi/ret +0.12 Max.hate +2.00 Max.psi +80.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +9 Str +13 Dex +10 Cun dps ---------- Dmg.mod +12% physical Res.pen +15% cold Acc +12 (+2 eff.) Melee Ret 6 cold On Melee Ret: * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +12 (+2 eff.) Fatigue +5% Resists +15% fire +2% physical +15% cold Skullcr.mult +3 Skullcracker: Puts all charms on 20 cooldown Level 5.9 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 224.1 Physical damage. If the attack hits, the target is confused (48% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +9 Str +14 Wil +9 Cun +7 Con dps ---------- Mind.crit +6% Phys.pwr +6 (+1 eff.) Mind.pwr +25 (+4 eff.) Acc +12 (+2 eff.) On Melee Ret: * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +11 Defense +12 (+2 eff.) Fatigue +5% Resists +15% blight +6% fire Mind.save +15 (+2 eff.) A cap made of leather. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +2 Str +9 Dex +5 Wil +5 Cun dps ---------- Mind.pwr +6 (+1 eff.) Res.pen +15% physical +15% fire Apr +4 Melee Ret 8 physical ----- def ----- Armour +14 Defense +8 (+2 eff.) Fatigue +5% Resists +7% arcane +7% all Phys.save +48 (+7 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+1 eff.) Spell.save +12 (+1 eff.) Mind.save +12 (+1 eff.) ---------- misc Masteries +0.20 Technique/Thuggery Skullcr.mult +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 3.0 T4 head armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +10 Wil +10 Con ----- def ----- Armour +15 Fatigue +5% Resists +20% darkness +20% blight ---------- misc Masteries +0.20 Corruption/Demonic pact +0.20 Corruption/Demon seeds ShadowPwr +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
![]() 2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+3 eff.) ----- def ----- Defense +8 (+2 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 4.5 Pwr.cost 18 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 49.76 mind and 49.76 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 48% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 48. Terrified: Deals 12.30 mind and 12.30 darkness damage per turn and increases cooldowns by 73%. Haunted: Causes the target to suffer 19.26 mind and 19.26 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +17 Str +9 Dex +5 Wil +14 Cun +9 Con dps ---------- Spell.crit +3% Crit.mult +15.00% Spell.pwr +35 (+8 eff.) Mind.pwr +6 (+1 eff.) Res.pen +10% cold ----- def ----- Armour +5 Fatigue +5% Resists +9% cold ---------- misc Mana/turn +0.12 Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +15 Cun +5 Dex dps ---------- Dmg.mod +9% temporal Res.pen +5% arcane Acc +12 (+2 eff.) Apr +8 Melee Ret 4 arcane On Hit (Melee): * 10% chance to reduce damage dealt by 42% On Melee Ret: * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +12 (+2 eff.) Fatigue +5% Resists +18% nature +9% darkness ---------- misc Stam/ret +3.00 Equi/ret +2.90 A cap made of leather. |
![]() 2.0 T5 head armor [Random Unique] Arcane/Nature/Master While equipped: Stats +9 Str +13 Dex +2 Mag dps ---------- Dmg.mod +6% nature +3% mind Res.pen +15% mind Melee Ret 6 mind ----- def ----- Armour +5 Fatigue +5% Resists +15% acid +15% darkness +15% lightning +14% blight +14% cold +18% nature +14% fire Spell.save +12 (+1 eff.) Mind.save +14 (+2 eff.) ---------- misc Light +5 See.Invis +3 Skullcr.mult +3 Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 5.9 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 30 light damage to everyone else who enters. The circle lasts 6 turns. A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Random Unique] Arcane/Master While equipped: Stats +5 Dex +8 Mag +12 Wil +5 Cun +7 Con dps ---------- Spell.crit +5% Crit.mult +10.00% S.pwr/crit +4 Dmg.mod +18% blight +17% arcane +9% nature Apr +8 ----- def ----- Armour +15 Defense +15 (+3 eff.) Fatigue +5% Resists +1% physical Phys.save +6 (+1 eff.) ---------- misc Stam/turn +4.00 A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +7 Cun +7 Wil dps ---------- Mind.crit +5% Mind.pwr +16 (+3 eff.) Dmg.mod +16% mind +26% cold Res.pen +15% cold ----- def ----- Armour +8 Defense +3 (+1 eff.) Resists +3% acid +30% cold +23% mind +8% arcane Phys.save +15 (+2 eff.) Spell.save +9 (+1 eff.) Mind.save +19 (+2 eff.) Die.at -80.00 life Cut- +20% ---------- misc Max.psi +40.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +1 Str +5 Dex +4 Mag +9 Wil +7 Cun +1 Con dps ---------- Crit.mult +20.00% Apr +8 Melee Ret 12 cold 4 physical ----- def ----- Armour +5 Fatigue +5% Resists +15% blight +1% physical +20% light +20% darkness Mind.save +15 (+2 eff.) ---------- misc Max.stam +30.00 A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Unique] Unknown/Steamtech While equipped: Stats +10 Cun dps ---------- Acc +20 (+3 eff.) ----- def ----- Defense +10 (+2 eff.) Blind- +100% See everything. EVERYTHING. For 5 turns, anyway. Uses 30 power out of 30/30 How do these even work? |
![]() 3.0 T4 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Str +10 Con dps ---------- Dmg.mod +15% light ----- def ----- Armour +10 Fatigue +4% Resists +15% light +25% darkness Res.Cap +10% darkness Unseen.red 33% ---------- misc Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 40 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +13 Str +7 Wil +6 Con dps ---------- Phys.pwr +12 (+2 eff.) Dmg.mod +12% mind On Hit (Melee): * 20% chance to slow global speed by 83% * 10% chance to reduce all saves and defense by 53 ----- def ----- Armour +5 Fatigue +5% Resists +9% acid +15% physical +6% light +15% nature +3% mind +12% darkness Phys.save +24 (+3 eff.) Spell.save +10 (+1 eff.) Mind.save +15 (+2 eff.) Max.HP +110.00 Heal.mod +20% Battle Cry: Puts all charms on 28 cooldown Level 4.5 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 7, lowering their Defense by 32 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Ego++] Master While equipped: Stats +10 Str +5 Dex +5 Cun dps ---------- Apr +7 ----- def ----- Armour +5 Fatigue +5% Skullcr.mult +2 Skullcracker: Puts all charms on 20 cooldown Level 5.9 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 224.1 Physical damage. If the attack hits, the target is confused (48% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Random Unique] Arcane/Master While equipped: Stats +7 Str +9 Dex +9 Con dps ---------- Spell.pwr +10 (+3 eff.) Mind.pwr +10 (+2 eff.) Dmg.mod +12% arcane Res.pen +20% lightning ----- def ----- Armour +5 Fatigue +5% Resists +13% blight +11% darkness Spell.save +13 (+1 eff.) Mind.save +12 (+1 eff.) ---------- misc Hate/m.crit +4.00 Skullcr.mult +2 Skullcracker: Puts all charms on 20 cooldown Level 5.9 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 224.1 Physical damage. If the attack hits, the target is confused (48% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+1 eff.) Dmg.mod +9% physical On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +14 Defense +8 (+2 eff.) Fatigue +5% Resists +6% acid +15% lightning +9% fire +13% nature +6% all Phys.save +14 (+2 eff.) Spell.save +10 (+1 eff.) Max.HP +93.00 Heal.mod +20% ---------- misc Stam/turn +1.00 A cap made of leather. This item has been sent to the Item's Vault. |
![]() 2.0 T5 head armor [Random Unique] Disrupt/Master While equipped: Stats +11 Str dps ---------- Dmg.mod +12% acid Res.pen +10% acid Melee Ret 4 mind On Hit (Melee): * 22% chance to reduce armor by 43% * 20% chance to reduce all saves and defense by 53 ----- def ----- Armour +13 Defense +8 (+2 eff.) Fatigue +5% Resists +14% blight +6% mind +15% nature +6% all Phys.save +15 (+2 eff.) Skullcr.mult +3 Skullcracker: Puts all charms on 20 cooldown Level 5.9 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 224.1 Physical damage. If the attack hits, the target is confused (48% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Random Unique] Master While equipped: Stats +3 Str +1 Mag +17 Wil +5 Cun dps ---------- Dmg.mod +6% blight ----- def ----- Armour +14 Defense +7 (+2 eff.) Fatigue +5% Resists +24% blight +15% cold +15% fire +6% all Crit.dmg- 10.00% Phys.save +12 (+1 eff.) Spell.save +6 (+0 eff.) Mind.save +15 (+2 eff.) ---------- misc Mana/turn +0.12 See.Invis +9 A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +4 Str +5 Dex +2 Mag +8 Cun +9 Con dps ---------- Apr +8 ----- def ----- Armour +5 Fatigue +5% Resists +17% acid +6% blight +12% fire +15% cold +20% lightning Crit.dmg- 10.00% ---------- misc Infravis +3 A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +10 Str +10 Dex dps ---------- Mind.pwr +20 (+3 eff.) Dmg.mod +9% fire Melee Ret 6 mind ----- def ----- Armour +5 Fatigue +5% Resists +15% acid +25% darkness +14% fire +13% lightning +14% cold Mind.save +3 (+0 eff.) ---------- misc Hate/m.crit +2.00 Max.psi +30.00 Infravis +7 A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Random Unique] Arcane/Master While equipped: Stats +15 Str +7 Dex +7 Mag +8 Wil +4 Cun +6 Con dps ---------- Spell.crit +4% Mind.crit +4% Mind.pwr +25 (+4 eff.) Dmg.mod +18% blight +20% arcane +6% lightning Res.pen +10% light +10% lightning ----- def ----- Armour +5 Fatigue +5% Resists +6% light Phys.save +12 (+1 eff.) Mind.save +15 (+2 eff.) ---------- misc Equi/ret +0.16 Psi/ret +0.08 Hate/m.crit +4.00 Skullcr.mult +1 Skullcracker: Puts all charms on 20 cooldown Level 5.9 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 224.1 Physical damage. If the attack hits, the target is confused (48% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +15% temporal +15% light +9% blight +15% physical +9% arcane +15% darkness Res.pen +15% arcane Melee Ret 6 blight On Hit (Melee): * 30% chance to slow global speed by 83% * 32% chance to reduce strength, dexterity, and constitution by 33 ----- def ----- Defense +3 (+1 eff.) Resists +8% arcane Shield.pwr +27% HP.reg +10.30 A pointy cloth hat, very wizardly... |
![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +10 Str +10 Dex +2 Mag +5 Cun dps ---------- Spell.crit +5% Spell.pwr +10 (+3 eff.) Res.pen +10% physical Apr +7 ----- def ----- Armour +13 Fatigue +5% Spell.save +15 (+2 eff.) Die.at -40.00 life ---------- misc Stam/turn +1.00 Infravis +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +4 (+1 eff.) Res.pen +20% lightning Melee Ret 4 nature 4 lightning On Hit (Melee): * 32% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Fatigue +5% Resists +14% acid +25% cold +15% fire +18% nature +19% lightning ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +10 Str +8 Dex +4 Wil +5 Cun dps ---------- Mind.pwr +30 (+5 eff.) Dmg.mod +15% mind On Hit (Melee): * 23% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce strength, dexterity, and constitution by 33 ----- def ----- Armour +5 Fatigue +5% Resists +25% darkness Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.psi +30.00 Infravis +8 Skullcr.mult +3 Skullcracker: Puts all charms on 20 cooldown Level 5.9 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 224.1 Physical damage. If the attack hits, the target is confused (48% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This item has been sent to the Item's Vault. This object's appearance was changed to Steel Helm of Garkul. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +3 Cun +10 Str dps ---------- Phys.crit +3.0% Spell.pwr +20 (+5 eff.) Dmg.mod +12% arcane +12% physical ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +30% fire +20% darkness +15% physical Crit.dmg- 10.00% Max.HP +80.00 HP.reg +11.00 Heal.mod +13% ---------- misc Light +2 See.Invis +6 Track: Puts all charms on 30 cooldown Level 4.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 32 for 7 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +7 Dex +3 Wil dps ---------- Melee Ret 13 physical ----- def ----- Armour +9 Defense +2 (+1 eff.) Fatigue +12% Resists +9% acid +9% cold +18% lightning +12% blight Phys.save +12 (+1 eff.) Spell.save +21 (+3 eff.) ---------- misc Psi/ret +0.20 Breathe water A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +10 Str +8 Mag +7 Wil dps ---------- Mind.crit +4% Dmg.mod +3% fire Res.pen +10% blight +10% fire ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +30% blight +15% physical +47% darkness +30% fire ---------- misc Equi/ret +0.08 Vim/s.crit +3.00 Max.mana +40.00 Light +4 Track: Puts all charms on 30 cooldown Level 4.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 32 for 7 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +4 Cun +6 Wil dps ---------- Melee+ 23 acid 23 fire Res.pen +30% lightning Melee Ret 16 acid 16 fire 12 mind ----- def ----- Armour +20 Defense +5 (+1 eff.) Fatigue +12% Resists +38% acid +13% physical +13% lightning +13% cold +18% arcane +43% fire Spell.save +25 (+3 eff.) ---------- misc Equi/ret +0.24 A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +8 Cun +9 Wil dps ---------- Dmg.mod +15% light +6% blight Res.pen +15% blight ----- def ----- Armour +27 Defense +5 (+1 eff.) Fatigue +12% Resists +3% light +6% blight Mind.save +12 (+1 eff.) Max.HP +70.00 HP.reg +10.00 Heal.mod +16% A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Random Unique] Master While equipped: dps ---------- Dmg.mod +9% light Res.pen +40% cold Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 53 ----- def ----- Armour +20 Defense +5 (+1 eff.) Fatigue +12% Resists +10% acid +22% physical +15% light +41% lightning +13% fire +8% arcane +13% cold Phys.save +25 (+3 eff.) ---------- misc Light +2 A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Arcane While equipped: Stats +8 Str +8 Mag +8 Wil dps ---------- Phys.crit +8.0% Spell.crit +9% Mind.crit +8% Phys.pwr +22 (+3 eff.) Spell.pwr +19 (+5 eff.) Mind.pwr +20 (+3 eff.) Melee+ 20 acid 20 fire Melee Ret 15 acid 12 fire ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +16% lightning +26% fire +22% acid A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Random Unique] Nature/Psionic While equipped: Stats +9 Cun +12 Wil dps ---------- Mind.crit +2% Melee Ret 6 mind ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +9% mind Crit.dmg- 15.00% Spell.save +9 (+1 eff.) Mind.save +50 (+7 eff.) Max.HP +66.00 HP.reg +13.00 Heal.mod +18% ---------- misc Psi/ret +0.08 Hate/m.crit +3.00 Max.psi +50.00 A suit of armour made of mail. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+2 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() 9.0 T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Mag +5 Cun dps ---------- Crit.mult +20.00% Spell.pwr +10 (+3 eff.) Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+3 eff.) Resists +30% temporal +30% darkness +30% cold Stealth +10 ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Dreadmaster +0.10 Cunning/Stealth Turn yourself invisible (power 42, based on Cunning and Magic) for 10 turns. Uses 50 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
![]() 9.0 T5 light armor [Unique] Arcane/Master With a better grip it would be the destroyer of your enemies. While equipped: Stats +3 Cun +9 Mag dps ---------- Spell.pwr +10 (+3 eff.) Melee+ 25 vim draining blight Melee Ret 25 vim draining blight ----- def ----- Phys.save +10 (+1 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+1 eff.) Disease- +100% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Sanguisuge +0.20 Corruption/Blood Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 28 Blood Grasp: Level 8.5 Pwr.cost 12 out of 12/12. Range 10 Travel.spd 2000% of base Is a spell Description: Project a bolt of corrupted blood, doing 248.89 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
![]() 9.0 T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Phys.crit +8.0% Spell.crit +10% Crit.mult +20.00% Spell.pwr +15 (+4 eff.) Melee+ 15 light 30 fire Ranged+ 15 light 30 fire Dmg.mod +20% fire +5% light +10% all Res.pen +10% light +15% fire Melee Ret 30 fire ----- def ----- Armour +12 Defense +15 (+3 eff.) Resists +20% fire +12% light -5% cold ---------- misc Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Level 7.2 Pwr.cost 12 out of 16/16. Range melee/personal Travel.spd instantaneous Is a spell Description: A wave of fire emanates from you with a radius of 7, knocking back anything caught inside and setting them ablaze, doing 256.28 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
![]() 9.0 T5 light armor [Random Unique] Arcane/Nature/Master While equipped: Stats +9 Str +17 Dex +9 Mag +13 Wil +19 Cun +4 Con dps ---------- Phys.pwr +10 (+2 eff.) Res.pen +30% mind Melee Ret 4 nature ----- def ----- Armour +18 Defense +30 (+5 eff.) Fatigue +8% Resists +3% temporal +29% cold Phys.save +12 (+1 eff.) Max.HP +70.00 A suit of armour made of leather. |
![]() 9.0 T5 light armor [Rare] Psionic While equipped: dps ---------- Res.pen +32% darkness On Hit (Melee): * 26% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +9% mind +30% lightning Crit.dmg- 19.27% Mind.save +25 (+3 eff.) Max.HP +128.45 Pinning- +26% Stun/Frz- +26% Knockbk- +26% A suit of armour made of leather. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+2 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() 9.0 T5 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Dex +3 Wil +3 Cun +3 Con dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% Res.pen +20% nature Melee Ret 4 arcane ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +10% mind +9% nature Mind.save +24 (+3 eff.) Max.HP +71.00 HP.reg +11.00 Heal.mod +20% ---------- misc See.Invis +9 A suit of armour made of leather. |
![]() 9.0 T5 light armor [Random Unique] Arcane/Master While equipped: dps ---------- Phys.crit +6.0% Crit.mult +20.00% Phys.pwr +9 (+2 eff.) S.pwr/crit +4 Melee+ 20 acid 18 fire Dmg.mod +9% blight +12% temporal Res.pen +15% temporal Melee Ret 16 acid 16 fire 8 cold ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +30% acid +23% fire +9% arcane +9% cold Spell.save +34 (+4 eff.) ---------- misc Max.mana +160.00 A suit of armour made of leather. |
![]() 9.0 T5 light armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +9 Str +10 Dex dps ---------- Mind.crit +3% Mind.pwr +10 (+2 eff.) Melee+ 23 acid 23 fire Res.pen +20% blight Melee Ret 15 acid 16 fire ----- def ----- Armour +8 Defense +28 (+5 eff.) Fatigue +8% Resists +42% acid +19% fire +10% mind Phys.save +20 (+3 eff.) Spell.save +21 (+3 eff.) Mind.save +31 (+4 eff.) ---------- misc Psi/ret +0.12 A suit of armour made of leather. |
![]() 9.0 T5 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Cun dps ---------- Melee+ 10 fire Ranged+ 10 fire Dmg.mod +6% fire +3% light +12% mind Res.pen +20% light Melee Ret 4 fire On Hit (Melee): * 32% chance to reduce all saves and defense by 53 ----- def ----- Armour +33 Defense +35 (+6 eff.) Fatigue +8% Resists +27% lightning +30% fire +12% light +21% physical Mind.save +25 (+3 eff.) A suit of armour made of leather. |
![]() 9.0 T5 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Cun +3 Str dps ---------- Res.pen +25% cold On Hit (Melee): * 25% chance to slow global speed by 83% ----- def ----- Armour +17 Defense +35 (+6 eff.) Fatigue +8% Resists +6% acid +30% cold Mind.save +25 (+3 eff.) HP.reg +6.80 ---------- misc Stam/turn +2.50 Max.stam +37.23 A suit of armour made of leather. |
![]() 9.0 T5 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Res.pen +15% light Melee Ret 8 arcane ----- def ----- Armour +13 Defense +34 (+6 eff.) Fatigue +8% Resists +21% blight +23% darkness +21% acid Mind.save +23 (+3 eff.) ---------- misc Vim/s.crit +2.00 Light +4 A suit of armour made of leather. |
![]() 9.0 T5 light armor [Random Unique] Master/Psionic While equipped: Stats +16 Cun +10 Dex dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% Dmg.mod +18% fire +9% temporal On Hit (Melee): * 32% chance to reduce strength, dexterity, and constitution by 33 ----- def ----- Armour +28 Defense +45 (+8 eff.) Fatigue +8% Resists +3% blight +6% temporal Spell.save +15 (+2 eff.) Mind.save +22 (+3 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.04 Mana/s.crit +2.00 A suit of armour made of leather. |
![]() 9.0 T5 light armor [Random Unique] Nature/Master While equipped: Stats +12 Str +10 Dex +6 Wil dps ---------- Crit.mult +20.00% Mind.pwr +35 (+6 eff.) Dmg.mod +21% lightning +12% nature Apr +3 ----- def ----- Armour +8 Defense +35 (+6 eff.) Fatigue +8% Resists +30% blight +29% fire +30% darkness Phys.save +17 (+2 eff.) ---------- misc Light +2 A suit of armour made of leather. |
![]() 9.0 T5 light armor [Random Unique] Nature/Master While equipped: Stats +8 Dex +6 Wil +10 Cun dps ---------- Phys.crit +6.0% Crit.mult +18.00% Phys.pwr +10 (+2 eff.) Dmg.mod +12% light Res.pen +10% nature Melee Ret 14 nature On Hit (Melee): * 20% chance to slow global speed by 83% ----- def ----- Armour +18 Defense +30 (+5 eff.) Fatigue +8% Resists +33% blight +15% lightning +30% darkness +3% nature ---------- misc Light +2 A suit of armour made of leather. |
![]() 9.0 T5 light armor [Random Unique] Nature/Master While equipped: Stats +10 Str dps ---------- Spell.crit +2% Mind.pwr +15 (+2 eff.) Melee+ 10 fire Ranged+ 9 fire Dmg.mod +12% lightning +9% cold +6% blight Res.pen +20% blight ----- def ----- Armour +22 Defense +20 (+4 eff.) Fatigue +8% Resists +20% acid +60% physical +20% darkness +50% fire +16% lightning +18% cold ---------- misc Mana/turn +0.16 Mana/s.crit +2.68 Light +2 Track: Puts all charms on 30 cooldown Level 4.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 32 for 7 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego++] Disrupt/Master While equipped: Stats +5 Cun +10 Dex ----- def ----- Armour +18 Defense +30 (+5 eff.) Fatigue +8% Resists +20% nature +20% blight D.Red.from +15% Unnatural A suit of armour made of leather. |
![]() 9.0 T2 light armor [Ego+] Nature While equipped: Stats +3 Wil ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +7% Resists +18% blight +18% darkness ---------- misc Light +2 A suit of armour made of leather. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Random Unique] Master While equipped: Stats +10 Str dps ---------- S.pwr/crit +6 Dmg.mod +9% blight Res.pen +5% arcane ----- def ----- Armour +26 Fatigue +12% Resists +6% lightning +14% physical +19% darkness +33% fire Phys.save +14 (+2 eff.) Max.HP +60.00 HP.reg +4.00 Heal.mod +10% Disease- +10% Teleport- +30% Def/telep +20 Res/telep +20% Dur/telep +20% ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 4.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 32 for 7 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: Stats +8 Str +4 Wil dps ---------- Mind.crit +2% Mind.pwr +10 (+2 eff.) S.pwr/crit +6 Melee Ret 2 temporal ----- def ----- Armour +22 Fatigue +22% Resists +15% physical +49% darkness +30% blight +23% fire +12% temporal Crit.dmg- 15.00% Mind.save +3 (+0 eff.) Teleport- +30% ---------- misc Max.mana +60.00 Light +4 Track: Puts all charms on 30 cooldown Level 4.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 32 for 7 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: Stats +4 Mag +3 Wil +4 Cun dps ---------- Dmg.mod +12% cold +12% temporal ----- def ----- Armour +16 Fatigue +22% Resists +15% acid +25% physical +15% cold +13% lightning +15% fire Crit.dmg- 15.00% Phys.save +25 (+3 eff.) Max.HP +80.00 HP.reg +11.00 Heal.mod +20% Disarm- +40% Stun/Frz- +40% Knockbk- +40% ---------- misc Light +2 Cooldown Rush -5 A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Random Unique] Arcane/Psionic While equipped: Stats +16 Cun +11 Wil dps ---------- Mind.crit +1% Mind.pwr +15 (+2 eff.) Dmg.mod +6% acid Res.pen +10% blight On Hit (Melee): * 34% chance to reduce armor by 43% ----- def ----- Armour +25 Defense +15 (+3 eff.) Fatigue +22% Resists +10% arcane Spell.save +25 (+3 eff.) Mind.save +43 (+6 eff.) ---------- misc Max.hate +4.00 Max.psi +40.00 A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Mag +6 Wil +5 Cun dps ---------- Mind.pwr +15 (+2 eff.) Melee+ 23 acid 22 fire Res.pen +15% temporal Melee Ret 16 acid 13 fire ----- def ----- Armour +26 Defense +14 (+3 eff.) Fatigue +22% Resists +30% acid +27% fire +30% cold Mind.save +25 (+3 eff.) ---------- misc Vim/s.crit +3.00 Max.hate +8.00 Max.vim +50.00 A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: Stats +7 Str +6 Wil +9 Con dps ---------- Mind.crit +6% ----- def ----- Armour +26 Fatigue +12% Resists +30% blight +30% darkness +12% light Phys.save +15 (+2 eff.) Max.HP +100.00 ---------- misc Max.hate +6.00 Light +5 A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +15 Con ----- def ----- Armour +50 Hardiness +15% Fatigue +35% Phys.save +45 (+6 eff.) Knockbk- +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% Slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns. Uses 25 power out of 25/25 This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. This item has been sent to the Item's Vault. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Str dps ---------- Melee+ 10 acid 11 fire Dmg.mod +3% nature Melee Ret 10 acid 10 fire 0 physical On Hit (Melee): * 10% chance to slow global speed by 83% ----- def ----- Armour +9 Fatigue +22% Resists +11% acid +7% physical +12% darkness +15% fire +7% mind +6% nature Mind.save +14 (+2 eff.) ---------- misc Light +4 Track: Puts all charms on 30 cooldown Level 4.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 32 for 7 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Random Unique] Nature While equipped: Stats +6 Wil dps ---------- Crit.mult +5.00% ----- def ----- Armour +18 Fatigue +22% Resists +15% acid +14% physical +30% darkness +11% lightning +39% blight +24% cold +3% nature +15% fire HP.reg +4.20 Cut- +20% Disarm- +35% Stun/Frz- +39% Knockbk- +60% Teleport- +10% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +2.50 Light +2 Cooldown Rush -5 A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: Stats +5 Con dps ---------- Dmg.mod +6% darkness +27% cold Res.pen +10% physical On Hit (Melee): * 20% chance to reduce all saves and defense by 53 ----- def ----- Armour +30 Fatigue +22% Resists +41% acid +15% cold +3% mind +9% physical Phys.save +25 (+3 eff.) ---------- misc Breathe water A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Str +2 Dex +9 Wil +8 Cun +19 Con dps ---------- Dmg.mod +12% darkness +9% physical Res.pen +15% acid +15% physical Apr +2 ----- def ----- Armour +22 Fatigue +37% Resists +15% fire -20% light +14% darkness Phys.save +16 (+2 eff.) Spell.save +10 (+1 eff.) Mind.save +34 (+4 eff.) Max.HP +87.00 A suit of armour made of metal plates. |
![]() 6.0 T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag dps ---------- Dmg.mod +15% cold +15% arcane +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+2 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
![]() 6.0 T4 mummy armor [Normal] While equipped: Stats +8 Mag dps ---------- Spell.pwr +13 (+3 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Ego+] Nature While equipped: Stats +8 Mag dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists +17% blight -25% fire Max.HP +72.00 HP.reg +4.60 Heal.mod +26% Decaying mummy wrappings. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Random Unique] Arcane When used to Attack: Power 61.0 - 73.2 Physical Uses 156% Wil, 50% Mag Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +252 Melee+ +20 acid On Hit.r1 +16 lightning On Crit.r2 +32 light +40 fire While equipped: Stats +2 Mag +6 Con dps ---------- On shield block: * Deals 182 light and fire damage to each enemy blocked On Melee Ret: * 20% chance to reduce armor by 43% ----- def ----- Armour +22 Fatigue +8% Resists +20% acid +47% light +6% lightning +3% mind +14% fire +3% nature +20% darkness Heal.mod +5% ---------- misc Mana/s.crit +1.00 Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 40.0 - 48.0 Physical Uses 156% Wil, 50% Mag Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +120 While equipped: Stats +5 Wil dps ---------- On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it ----- def ----- Armour +2 Defense +8 (+2 eff.) Rng.Def +8 (+2 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Random Unique] Arcane/Nature/Master When used to Attack: Power 65.0 - 78.0 Physical Uses 156% Wil, 50% Mag Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +192 Melee+ +20 lightning +12 arcane On Hit: * Deal physical damage equal to your armor (100) While equipped: Stats +6 Dex +5 Wil dps ---------- Dmg.mod +12% arcane Melee Ret 20 lightning On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 33 ----- def ----- Armour +21 Fatigue +8% Resists +20% lightning +6% cold +6% blight +30% acid Crit.dmg- 15.00% ---------- misc See.Invis +9 Talents +1 Block Handheld deflection devices. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 203% Wil, 50% Mag Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Unique] Steamtech When used to Attack: Power 49.0 - 58.8 Physical Uses 191% Wil, 50% Mag Acc+ +2.0% proc dam (max 200%) Crit +7.0% Block +230 While equipped: ----- def ----- Armour +11 Defense +22 (+4 eff.) Fatigue +8% Phys.save +20 (+3 eff.) ---------- misc Talents +4 Block Knocks melee attackers away. Distance scales with damage incoming. The front plate of this shield vibrates at all times, covering some strange assembly you can't quite make sense of. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Random Unique] Arcane/Master/Psionic When used to Attack: Power 65.0 - 78.0 Physical Uses 156% Wil, 50% Mag Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +296 Melee+ +20 lightning +30 physical On Hit.r1 +4 acid +4 temporal On Hit: * 30% chance to reduce damage dealt by 42% While equipped: Stats +6 Dex +5 Wil dps ---------- Dmg.mod +3% darkness +12% temporal Melee Ret 31 lightning 2 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 42% * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +21 Fatigue +8% Resists +20% lightning +20% physical +15% darkness +12% temporal Shield.near.proj +110 Proj.slow +39% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Random Unique] Disrupt/Master/Psionic When used to Attack: Power 68.5 - 82.2 Physical Uses 156% Wil, 50% Mag Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +292 Melee+ +27 physical On Hit.r1 +4 cold On Hit: * 20% chance to slow global speed by 83% * 30% chance to reduce all saves and defense by 53 While equipped: Stats +7 Con +5 Wil dps ---------- Melee+ 10 acid 20 nature Res.pen +15% darkness +25% cold Melee Ret 4 mind On Hit (Melee): * 25 arcane resource burn On Melee Ret: * 15 arcane resource burn ----- def ----- Armour +21 Fatigue +8% Resists +18% acid +20% physical +3% darkness +29% nature +6% mind Shield.near.proj +97 Proj.slow +24% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Unique] Nature/Master When used to Attack: Power 58.0 - 69.6 Fire Uses 156% Wil, 50% Mag Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +220 While equipped: dps ---------- On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+3 eff.) Rng.Def +15 (+3 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 71.0 - 85.2 Physical Uses 156% Wil, 50% Mag Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +284 Melee+ +20 acid +8 light +12 lightning On Hit: * Deal physical damage equal to your armor (100) While equipped: Stats +17 Str +12 Dex +2 Wil dps ---------- Acc +24 (+4 eff.) ----- def ----- Armour +30 Fatigue +8% Resists +9% light ---------- misc Infravis +3 Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 45.0 - 63.0 Darkness Uses 156% Wil, 50% Mag Acc+ +2.0% proc dam (max 200%) Crit +10.0% Block +250 While equipped: dps ---------- Spell.pwr +20 (+5 eff.) Dmg.mod +40% darkness ----- def ----- Armour +20 Fatigue +2% Resists +25% darkness ---------- misc Talents +1 Block Masteries +0.30 Celestial/Star fury +0.30 Celestial/Twilight On Spell Hit: 10% Moonlight Ray 2 A large section of chitin removed from Nimisil. It continues to give off a strange white glow. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 63.5 - 76.2 Physical Uses 156% Wil, 50% Mag Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +200 On Crit.r2 +4 darkness While equipped: Stats +2 Mag +4 Wil dps ---------- Spell.pwr +15 (+4 eff.) S.pwr/crit +8 Dmg.mod +3% arcane +3% temporal Res.pen +5% light +20% darkness Melee Ret 6 arcane On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +10 Fatigue +8% Resists +12% acid +37% fire +43% lightning +13% cold ---------- misc Max.mana +80.00 Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Random Unique] Nature/Psionic When used to Attack: Power 71.5 - 85.8 Physical Uses 156% Wil, 50% Mag Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +202 On Hit.r1 +8 darkness On Crit.r2 +12 mind While equipped: dps ---------- Mind.pwr +20 (+3 eff.) Dmg.mod +9% mind On Hit (Melee): * 12% chance to reduce all saves and defense by 53 On Melee Ret: * 28% chance to reduce all saves and defense by 53 ----- def ----- Armour +10 Fatigue +8% Resists +13% acid +11% lightning +11% cold +19% mind +8% fire Mind.save +9 (+1 eff.) ---------- misc Max.hate +6.00 Talents +1 Block Handheld deflection devices. This item has been sent to the Item's Vault. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Random Unique] Nature/Master/Psionic When used to Attack: Power 84.5 - 101.4 Physical Uses 156% Wil, 50% Mag Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +265 On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +5 Dex dps ---------- Phys.crit +12.0% Phys.pwr +25 (+4 eff.) Res.pen +15% arcane Melee Ret 4 arcane 8 nature On Melee Ret: * 22% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +25 Fatigue +8% Resists +13% temporal +19% mind +8% arcane ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 40.0 - 48.0 Physical Uses 180% Wil, 50% Mag Acc+ +2.0% proc dam (max 200%) Crit +9.0% Block +220 HP.leech +8% While equipped: Stats +10 Con dps ---------- Melee Ret 15 draining blight ----- def ----- Armour +15 Fatigue +19% Resists +25% blight +10% light HP.reg +5.00 ---------- misc Talents +1 Block Masteries +0.30 Cursed/Bloodstained Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Random Unique] Arcane/Master When used to Attack: Power 68.5 - 82.2 Physical Uses 156% Wil, 50% Mag Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +194 Melee+ +20 fire On Hit.r1 +8 nature On Crit.r2 +16 darkness While equipped: Stats +6 Str dps ---------- Dmg.mod +9% nature Res.pen +5% nature Melee Ret 6 darkness 23 fire On Hit (Melee): * 27% chance to slow global speed by 83% ----- def ----- Armour +10 Fatigue +8% Resists +30% acid +18% fire +30% cold ---------- misc Light +4 See.Invis +6 Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Random Unique] Nature/Disrupt/Master When used to Attack: Power 63.5 - 76.2 Physical Uses 156% Wil, 50% Mag Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +198 Melee+ +12 cold On Hit.r1 +12 acid On Crit.r2 +8 mind On Hit: * 32% chance to reduce armor by 43% While equipped: Stats +7 Con dps ---------- Melee+ 25 acid 15 nature Dmg.mod +21% acid Res.pen +15% acid On Hit (Melee): * 10% chance to reduce all saves and defense by 53 * 25 arcane resource burn On Melee Ret: * 15 arcane resource burn ----- def ----- Armour +10 Fatigue +8% Resists +63% acid +12% cold +10% fire +20% nature +13% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 9.0 - 10.8 Physical Uses 156% Wil, 50% Mag Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +16 On Hit.r1 +24 blight On Crit.r2 +24 lightning +16 blight While equipped: dps ---------- Dmg.mod +27% blight +27% acid Res.pen +20% acid +15% blight On Hit (Melee): * 26% chance to reduce all saves and defense by 53 ----- def ----- Armour +2 Fatigue +8% Resists +7% acid +18% blight +6% fire +7% cold +7% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Random Unique] Arcane/Master/Psionic When used to Attack: Power 64.5 - 77.4 Physical Uses 156% Wil, 50% Mag Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +198 Melee+ +30 physical +17 fire While equipped: Stats +5 Str +4 Wil dps ---------- Dmg.mod +12% light Res.pen +20% lightning Melee Ret 8 lightning 30 fire ----- def ----- Armour +10 Fatigue +8% Resists +9% lightning +38% physical +19% fire Shield.near.proj +110 Proj.slow +40% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 52.0 - 62.4 Light Uses 156% Wil, 50% Mag Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +260 On Hit: * 30% chance to blind * releases a burst of light While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.pwr +8 (+1 eff.) Dmg.mod +10% fire +15% mind +15% light Res.pen +10% fire +10% light +10% mind ----- def ----- Armour +15 Defense +17 (+3 eff.) Rng.Def +17 (+3 eff.) Fatigue +12% Resists +15% darkness +10% fire +12% mind +20% light Mind.save +18 (+2 eff.) Blind- +100% Confus- +25% ---------- misc Max.psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 68.77 to 85.96 light damage (based on Willpower and Cunning). Uses 12 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 50.0 - 60.0 Temporal Uses 156% Wil, 70% Mag Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +325 On Hit: 25% Turn Back the Clock 3 While equipped: dps ---------- Spell.pwr +12 (+3 eff.) ----- def ----- Armour +4 Defense +8 (+2 eff.) Rng.Def +10 (+2 eff.) Resists +30% temporal Dmg.red +20 all Spell.save +20 (+2 eff.) Proj.slow +50% ---------- misc Talents +1 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 52.0 - 62.4 Darkness Uses 156% Wil, 50% Mag Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +200 While equipped: dps ---------- Melee Ret 10 darkness ----- def ----- Armour +9 Defense +12 (+2 eff.) Rng.Def +15 (+3 eff.) Fatigue +28% ---------- misc Talents +1 Block Masteries +0.20 Technique/Shield defense +0.20 Technique/Shield offense +0.20 Corruption/Doom shield ShadowPwr +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
![]() 7.0 T3 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 48.0 - 57.6 Physical Uses 156% Wil, 50% Mag Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+4 eff.) Rng.Def +10 (+2 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane Glows brightly in the light of dawn. When used to Attack: Power 50.0 - 60.0 Light Uses 156% Wil, 50% Mag Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +280 While equipped: ----- def ----- Armour +20 Defense +16 (+3 eff.) Rng.Def +17 (+3 eff.) Fatigue +14% Resists +30% blight +30% darkness Spell.save +19 (+2 eff.) ---------- misc Light +2 Talents +1 Block When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 24.0 - 33.6 Physical Uses 214% Wil, 50% Mag Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+2 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Random Unique] Nature When used to Attack: Power 68.5 - 82.2 Physical Uses 156% Wil, 50% Mag Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +268 On Hit.r1 +20 fire While equipped: dps ---------- Melee+ 9 fire Melee Ret 21 fire ----- def ----- Armour +19 Defense +20 (+4 eff.) Fatigue +8% Resists +25% acid +9% light +26% cold +3% blight +38% fire +9% mind +22% lightning Max.HP +40.00 Heal.mod +10% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Ego++] Arcane/Psionic When used to Attack: Power 32.5 - 39.0 Physical Uses 156% Wil, 50% Mag Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +78 Melee+ +20 physical +14 light +16 darkness While equipped: Stats +6 Mag +4 Wil +7 Cun dps ---------- Dmg.mod +16% light +15% darkness ----- def ----- Armour +6 Fatigue +8% Resists +16% physical +16% light +16% darkness Shield.near.proj +57 Proj.slow +28% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T5 arrow ammo [Random Unique] Arcane/Master Power 115.0 - 161.0 Physical Uses 98% Wil, 81% Cun, 50% Mag Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +47 Crit +35.0% Capacity 56 Rld cld 1 Proj.spd +200% On Hit.r1 +20 nature +4 mind On Crit.r2 +24 mind On Hit: * 27% chance to slow global speed by 83% * 27% chance to reduce all saves and defense by 53 On Crit: * Wound the target dealing 460 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 arrow ammo [Rare] Master Power 83.8 - 117.3 Physical Uses 98% Wil, 50% Mag, 81% Cun Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +27.5% Capacity 18 Proj.spd +248% On Crit.r2 +16 mind +20 physical On Crit: * Wound the target dealing 460 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +5 Arrows are used with bows to pierce your foes to death. This item has been sent to the Item's Vault. This object's appearance was changed to quiver of elm arrows. |
![]() 3.0 T1 arrow ammo [Rare] Disrupt Power 12.0 - 16.8 Physical Uses 98% Wil, 81% Cun, 50% Mag Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +10.0% Capacity 23 Proj.spd +257% Ranged+ +26 physical On Hit.r1 +26 mind +24 physical On Crit.r2 +26 nature On Hit: * 12% chance to slow global speed by 83% While equipped: ---------- misc Reload +5 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T2 arrow ammo [Unique] Nature Power 18.0 - 25.2 Physical Uses 98% Wil, 50% Mag, 81% Cun Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
![]() 3.0 T5 arrow ammo [Random Unique] Arcane/Master Power 97.5 - 136.5 Physical Uses 98% Wil, 50% Mag, 81% Cun Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +36 Crit +21.0% Capacity 55 Ranged+ +12 mind +12 cold On Hit.r1 +12 cold On Crit.r2 +4 mind +16 cold On Crit: * Wound the target dealing 460 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Random Unique] Arcane/Psionic Power 54.5 - 76.3 Physical Uses 98% Wil, 50% Mag, 81% Cun Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 20 Ranged+ +16 light +27 physical On Hit.r1 +20 light On Crit.r2 +4 light On Hit: * Create an explosion dealing 151 acid damage (1/turn) * 20% chance to knock the target back 3 spaces and deal 374 physical damage On Crit: * Splash the target with acid dealing 203 damage over 5 turns and reducing armor and accuracy by 26 Arrows are used with bows to pierce your foes to death. This item has been sent to the Item's Vault. |
![]() 3.0 T4 arrow ammo [Unique] Psionic Power 24.0 - 33.6 Mind Uses 118% Wil, 50% Mag, 70% Cun Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +2.0% Capacity 20 On Crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
![]() 3.0 T4 arrow ammo [Unique] Arcane Power 34.0 - 47.6 Bright light Uses 98% Wil, 70% Mag, 70% Cun Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +2.0% Capacity 25 Proj.spd +300% On Hit: * 25% chance to blind Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
![]() 3.0 T5 arrow ammo [Unique] Arcane Power 45.0 - 63.0 Void Uses 98% Wil, 90% Mag, 81% Cun Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +120 Crit +6.0% On Hit: 15% Spatial Tether 1 On Hit: 15% Dimensional Anchor 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
![]() 3.0 T5 arrow ammo [Ego++] Master Power 94.5 - 132.3 Physical Uses 98% Wil, 50% Mag, 81% Cun Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +36 Crit +44.0% Capacity 21 Proj.spd +200% On Crit: * Wound the target dealing 460 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Random Unique] Nature/Master Power 71.5 - 100.1 Physical Uses 98% Wil, 81% Cun, 50% Mag Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +36 Crit +44.0% Capacity 22 Proj.spd +200% Ranged+ +20 fire +29 nature On Crit.r2 +25 fire On Hit: * 25% chance to reduce strength, dexterity, and constitution by 33 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T3 arrow ammo [Random Unique] Nature/Master Power 43.0 - 60.2 Physical Uses 98% Wil, 81% Cun, 50% Mag Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Acc +11 Apr +10 Crit +13.0% Capacity 21 Ranged+ +14 lightning +8 fire On Crit.r2 +15 lightning +4 acid On Hit: * 20% chance to reduce armor by 43% On Crit: * Wound the target dealing 460 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Dmg.mod +10% blight Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+0 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. It was corrupted by the digestive sack. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+1 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+0 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T5 digger tool [Random Unique] Nature/Master While equipped: Stats +3 Str +4 Mag +3 Wil dps ---------- Spell.crit +2% Dmg.mod +8% nature +18% arcane ----- def ----- Resists +10% fire +5% darkness +13% nature Max.HP +31.00 ---------- misc Max.stam +20.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Random Unique] Nature/Master While equipped: Stats +3 Str dps ---------- Crit.mult +20.00% Phys.pwr +9 (+2 eff.) Dmg.mod +9% nature +15% darkness Res.pen +15% arcane Apr +6 On Hit (Melee): * 10% chance to reduce damage dealt by 42% ----- def ----- Armour +5 Defense +6 (+1 eff.) Resists +6% darkness +9% physical +15% nature +5% arcane While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +10 (+1 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+1 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Earthquake: Level 7.2 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 94.66 physical damage in a radius of 5 each turn for 9 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
![]() 3.0 T5 digger tool [Random Unique] Nature/Master While equipped: Stats +5 Str +2 Mag dps ---------- Crit.mult +20.00% Phys.pwr +7 (+1 eff.) Dmg.mod +9% temporal +9% nature +6% light Res.pen +30% temporal +20% physical Apr +8 On Hit (Melee): * 32% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +15% nature Crit.dmg- 15.00% Def/telep +10 Res/telep +10% Dur/telep +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +13 Str +17 Wil +5 Cun dps ---------- Phys.crit +15.0% Mind.crit +15% Dmg.mod +12% light Res.pen +10% acid +15% light ----- def ----- Resists +6% acid Max.HP +38.00 ---------- misc Psi/ret +0.08 Hate/m.crit +2.00 Max.stam +30.00 Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T5 digger tool [Random Unique] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +21% mind +9% cold Res.pen +25% physical Melee Ret 4 mind On Hit (Melee): * 20% chance to slow global speed by 83% ----- def ----- Resists +3% light +8% arcane +9% blight +18% fire +12% nature +10% darkness Max.HP +40.00 ---------- misc Max.stam +29.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. This item has been sent to the Item's Vault. |
![]() 2.0 T5 forbidden tome [Unique] Unknown Read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T5 injector tool [Unique] Arcane/Nature/Master/Psionic/Unknown/Steamtech While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Gain a random beneficial effect. Uses 30 power out of 30/30 Activation is instant. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
![]() 1.0 T5 lite [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +9% light +3% fire Res.pen +35% light Melee Ret 2 acid 28 fire On Hit (Melee): * 30% chance to reduce armor by 43% ----- def ----- Resists +6% light +10% fire Blind- +49% Confus- +18% ---------- misc Light +19 See.Stealth +24 See.Invis +21 Track: Puts all charms on 40 cooldown Level 8.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 42 for 10 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T5 lite [Random Unique] Nature/Master While equipped: Stats +9 Wil +5 Con dps ---------- Phys.crit +5.0% Crit.mult +17.00% Phys.pwr +9 (+2 eff.) Spell.pwr +10 (+3 eff.) Dmg.mod +12% blight +3% temporal +3% arcane +0% light ----- def ----- Resists +13% blight HP.reg +4.00 ---------- misc Mana/s.crit +1.00 Vim/s.crit +2.00 Light +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. This item has been sent to the Item's Vault. |
![]() 1.0 T5 lite [Random Unique] Disrupt/Master While equipped: Stats +3 Str +3 Dex dps ---------- Dmg.mod +12% fire Res.pen +15% all Apr +13 ----- def ----- Armour +6 Resists +3% all Spell.save +11 (+1 eff.) Die.at -40.00 life HP.reg +5.35 Blind- +49% Disease- +20% Confus- +30% ---------- misc Light +13 See.Stealth +25 See.Invis +23 Track: Puts all charms on 40 cooldown Level 5.9 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 36 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 T5 lite [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Dex +6 Mag dps ---------- Mind.crit +9% Spell.pwr +17 (+4 eff.) Mind.pwr +9 (+1 eff.) Dmg.mod +3% physical Res.pen +12% all +5% cold Apr +14 On Hit (Melee): * 10% chance to slow global speed by 83% ----- def ----- Resists +12% nature Phys.save +6 (+1 eff.) Mind.save +12 (+1 eff.) ---------- misc Max.stam +20.00 Light +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. This item has been sent to the Item's Vault. |
![]() 1.0 T4 lite [Unique] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +7 (+1 eff.) Melee+ 20 darkness ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1000 Infravis +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +12 (+3 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 7.2 Pwr.cost 80 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 52.10 cold damage and 52.10 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 8 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 1.0 T5 lite [Random Unique] Nature/Disrupt/Psionic While equipped: Stats +7 Wil dps ---------- Phys.crit +6.0% Crit.mult +16.00% Phys.pwr +9 (+2 eff.) Dmg.mod +6% lightning +9% cold +15% light Res.pen +5% nature On Hit (Melee): * 10% chance to slow global speed by 83% ----- def ----- Defense +14 (+3 eff.) Resists +3% nature +6% cold +12% light +3% all Phys.save +20 (+3 eff.) Spell.save +35 (+5 eff.) Mind.save +19 (+2 eff.) ---------- misc Light +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
![]() 1.0 T5 lite [Random Unique] Nature While equipped: Stats +2 Str +2 Dex +7 Wil +6 Con dps ---------- Phys.crit +6.0% Crit.mult +14.00% Phys.pwr +10 (+2 eff.) Melee Ret 4 acid ----- def ----- Resists +15% blight +18% fire +8% arcane Crit.dmg- 24.09% Max.HP +80.00 HP.reg +15.00 ---------- misc Light +10 See.Invis +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Release a will o' the wisp that will explode against your foes for 348 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(134 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+1 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 369.15 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 1.0 T5 lite [Random Unique] Nature/Master While equipped: Stats +2 Dex +10 Wil +11 Con dps ---------- Phys.crit +6.0% Crit.mult +20.00% Phys.pwr +8 (+1 eff.) Dmg.mod +12% arcane Res.pen +10% lightning +15% arcane On Hit (Melee): * 32% chance to reduce strength, dexterity, and constitution by 33 ----- def ----- Resists +16% blight HP.reg +16.00 ---------- misc Light +10 Infravis +3 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Dmg.mod +15% temporal ----- def ----- Resists +0% all +15% temporal Dmg.red +0 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 20 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+1 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 5.9 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 34 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+2 eff.) Apr +12 ----- def ----- Defense +12 (+2 eff.) Phys.save +10 (+1 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+1 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 4.5 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 32 for 7 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T5 shot ammo [Random Unique] Nature/Master/Psionic Power 66.0 - 79.2 Physical Uses 40% Wil, 50% Mag, 131% Cun Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +6 Crit +20.0% Capacity 21 Ranged+ +24 physical +8 light +19 nature +24 mind On Hit.r1 +20 nature +32 mind On Crit.r2 +16 mind On Hit: * 30% chance to reduce all saves and defense by 53 * 20% chance to knock the target back 3 spaces and deal 374 physical damage On Crit: * Wound the target dealing 460 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Random Unique] Arcane/Master Power 81.0 - 97.2 Physical Uses 40% Wil, 50% Mag, 131% Cun Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +18 Crit +31.0% Capacity 20 Proj.spd +200% Ranged+ +16 darkness +16 blight +20 arcane +20 nature On Hit.r1 +16 fire On Crit.r2 +32 nature On Hit: * 32% chance to reduce damage dealt by 42% On Crit: * Wound the target dealing 460 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Random Unique] Arcane/Master Power 70.0 - 84.0 Physical Uses 40% Wil, 50% Mag, 131% Cun Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Acc +24 Apr +6 Crit +22.0% Capacity 21 Phasing +20% Ranged+ +8 light +30 blight +8 arcane On Hit.r1 +12 light On Crit.r2 +24 darkness +8 light On Hit: 20% Epidemic 5 On Hit: * 25% chance to reduce damage dealt by 42% * 20% chance to reduce strength, dexterity, and constitution by 33 On Crit: * Wound the target dealing 460 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo [Unique] Arcane Power 32.0 - 38.4 Ice Uses 40% Wil, 50% Mag, 131% Cun Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 On Hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
![]() 3.0 T5 shot ammo [Random Unique] Master/Psionic Power 77.5 - 93.0 Physical Uses 40% Wil, 50% Mag, 131% Cun Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +6 Crit +18.0% Capacity 19 Ranged+ +12 fire On Hit.r1 +12 fire On Crit.r2 +20 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Wound the target dealing 460 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Random Unique] Nature/Master/Psionic Power 64.5 - 77.4 Physical Uses 40% Wil, 50% Mag, 131% Cun Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +6 Crit +20.0% Capacity 22 Ranged+ +16 acid +30 physical +30 fire On Hit.r1 +32 mind +28 acid On Crit.r2 +15 fire On Hit: * 10% chance to slow global speed by 83% * 10 arcane resource burn * 30% chance to reduce armor by 43% * 20% chance to knock the target back 3 spaces and deal 374 physical damage On Crit: * Wound the target dealing 460 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo [Unique] Psionic Power 38.0 - 45.6 Physical Uses 50% Wil, 50% Mag, 131% Cun Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 Ranged+ +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. |
![]() 3.0 T3 shot ammo [Unique] Nature/Psionic Power 17.0 - 20.4 Mind Uses 40% Wil, 50% Mag, 130% Cun Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +7 Crit +3.0% Capacity 20 On Crit: * strike the target with one of Mind Sear, Psychic Lobotomy, or Sunder Mind, at random. A linen pouch of jagged mindstar fragments, each radiating a palpable sense of confusion and pain. They must have made up an impressive whole originally, before some cretin turned it to bits. |
![]() 3.0 T4 shot ammo [Unique] Nature/Steamtech Power 22.0 - 26.4 Nature Uses 40% Wil, 50% Mag, 131% Cun Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Capacity 20 On Crit: * bursts into an cloud of spydric poison, pinning those inside (with a 10 turn cooldown) Ready to trigger! A dedicated technician seems to have built pockets of spider venom into these rounds. It's not clear how happy the spiders were about this. |
![]() 3.0 T5 shot ammo [Unique] Arcane/Steamtech Power 35.0 - 42.0 Physical Uses 40% Wil, 50% Mag, 131% Cun Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Capacity 16 On Hit: * a bolt of lightning strikes your target, dealing lightning damage to them and fire damage to those around them. Through a combination of magic and airborne probes, these shots incite powerful bolts of lightning to strike your target from above, frying them and those around them! |
![]() 3.0 T5 shot ammo [Ego+] Nature/Disrupt Power 51.0 - 61.2 Physical Uses 40% Wil, 50% Mag, 131% Cun Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 19 Ranged+ +33 lightning Against +22% Unnatural On Crit.r2 +15 lightning On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Shots are used with slings to pummel your foes to death. |
![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+2 eff.) 10% chance when hit to absorb the whole blow. This effect has a 30 turn cooldown. This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +39% arcane Res.pen +32% blight Melee Ret 10 blight On Hit (Melee): * 26% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +19% temporal Def/telep +19 Res/telep +19% Dur/telep +19% ---------- misc Mana/s.crit +2.57 Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to reduce fatigue by 44% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: Stats +2 Mag dps ---------- Crit.mult +20.00% Spell.pwr +10 (+3 eff.) Mind.pwr +45 (+7 eff.) S.pwr/crit +12 Res.pen +10% mind ----- def ----- Mind.save +18 (+2 eff.) Project a gust of wind in a cone knocking all creatures back 14 spaces and dealing 508 physical damage Puts all charms on 15 cooldown 100% to increase the duration of 3 beneficial effects by 2. 100% to cleanse 3 total effects of type disease, wound, or poison. 100% to increase all damage penetration by 26% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+1 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+1 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 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 2.0 T5 totem charm [Ego+] Nature Harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70% Puts all charms on 20 cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +21% darkness Res.pen +20% darkness ----- def ----- Resists +12% light +12% physical Spell.save +18 (+2 eff.) Die.at -60.00 life Max.HP +128.45 Heal.mod +20% Create a radius 3 storm for 5 turns. Each turn, creatures within take 77 lightning damage and will be dazed for 1 turn (388 total damage) Puts all charms on 15 cooldown 100% to reduce fatigue by 32% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +12% darkness +12% temporal Melee Ret 16 void ----- def ----- Resists +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 199.02 temporal and 199.02 darkness damage (based on Magic). Uses 20 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. This item has been sent to the Item's Vault. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+1 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+1 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+1 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+1 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
By Leyna the Dwarf Adventurer level 50
24th Voratun 123rd year of Ascendancy at 12:45 see stats
By Leyna the Dwarf Adventurer level 46
29th Dearth 122nd year of Ascendancy at 16:20 see stats
By Leyna the Dwarf Adventurer level 50
7th Gold 123rd year of Ascendancy at 08:35 see stats
By Leyna the Dwarf Adventurer level 40
8th Dearth 122nd year of Ascendancy at 16:07 see stats
By Leyna the Dwarf Adventurer level 34
30th Wealth 122nd year of Ascendancy at 09:49 see stats
By Leyna the Dwarf Adventurer level 50
4th Gold 123rd year of Ascendancy at 00:30 see stats
By Leyna the Dwarf Adventurer level 50
15th Profit 123rd year of Ascendancy at 04:24 see stats
By Leyna the Dwarf Adventurer level 50
23rd Voratun 123rd year of Ascendancy at 03:23 see stats
By Leyna the Dwarf Adventurer level 50
44th Steel 123rd year of Ascendancy at 22:18 see stats
By Leyna the Dwarf Adventurer level 50
28th Dearth 123rd year of Ascendancy at 17:57 see stats
By Leyna the Dwarf Adventurer level 50
24th Wealth 123rd year of Ascendancy at 09:23 see stats
By Leyna the Dwarf Adventurer level 47
30th Iron 123rd year of Ascendancy at 01:28 see stats
By Leyna the Dwarf Adventurer level 50
21st Gold 123rd year of Ascendancy at 06:37 see stats
By Leyna the Dwarf Adventurer level 49
42nd Steel 123rd year of Ascendancy at 05:58 see stats
By Leyna the Dwarf Adventurer level 50
6th Gold 123rd year of Ascendancy at 01:28 see stats
By Leyna the Dwarf Adventurer level 31
4th Wealth 122nd year of Ascendancy at 14:51 see stats
By Leyna the Dwarf Adventurer level 50
31st Dearth 123rd year of Ascendancy at 06:28 see stats
By Leyna the Dwarf Adventurer level 25
34th Profit 122nd year of Ascendancy at 16:53 see stats
By Leyna the Dwarf Adventurer level 47
20th Iron 123rd year of Ascendancy at 04:50 see stats
By Leyna the Dwarf Adventurer level 24
33rd Profit 122nd year of Ascendancy at 20:45 see stats
By Leyna the Dwarf Adventurer level 50
27th Dearth 123rd year of Ascendancy at 07:28 see stats
By Leyna the Dwarf Adventurer level 50
21st Gold 123rd year of Ascendancy at 09:02 see stats
By Leyna the Dwarf Adventurer level 50
31st Voratun 123rd year of Ascendancy at 16:23 see stats
By Leyna the Dwarf Adventurer level 31
4th Wealth 122nd year of Ascendancy at 13:57 see stats
By Leyna the Dwarf Adventurer level 50
4th Gold 123rd year of Ascendancy at 00:50 see stats
By Leyna the Dwarf Adventurer level 50
7th Gold 123rd year of Ascendancy at 15:16 see stats
By Leyna the Dwarf Adventurer level 46
42nd Dearth 122nd year of Ascendancy at 08:27 see stats
By Leyna the Dwarf Adventurer level 10
1st Acquisition 122nd year of Ascendancy at 07:17 see stats
By Leyna the Dwarf Adventurer level 20
23rd Profit 122nd year of Ascendancy at 02:41 see stats
By Leyna the Dwarf Adventurer level 30
2nd Wealth 122nd year of Ascendancy at 01:44 see stats
By Leyna the Dwarf Adventurer level 40
8th Dearth 122nd year of Ascendancy at 06:20 see stats
By Leyna the Dwarf Adventurer level 50
42nd Steel 123rd year of Ascendancy at 07:28 see stats
By Leyna the Dwarf Adventurer level 50
27th Dearth 123rd year of Ascendancy at 00:24 see stats
By Leyna the Dwarf Adventurer level 31
9th Wealth 122nd year of Ascendancy at 15:23 see stats
By Leyna the Dwarf Adventurer level 46
39th Dearth 122nd year of Ascendancy at 00:11 see stats
By Leyna the Dwarf Adventurer level 50
22nd Profit 123rd year of Ascendancy at 00:04 see stats
By Leyna the Dwarf Adventurer level 25
34th Profit 122nd year of Ascendancy at 03:43 see stats
By Leyna the Dwarf Adventurer level 11
2nd Acquisition 122nd year of Ascendancy at 16:55 see stats
By Leyna the Dwarf Adventurer level 49
42nd Steel 123rd year of Ascendancy at 07:26 see stats
By Leyna the Dwarf Adventurer level 6
19th Voratun 122nd year of Ascendancy at 04:09 see stats
By Leyna the Dwarf Adventurer level 50
31st Dearth 123rd year of Ascendancy at 06:27 see stats
By Leyna the Dwarf Adventurer level 12
3rd Acquisition 122nd year of Ascendancy at 12:42 see stats
By Leyna the Dwarf Adventurer level 50
27th Dearth 123rd year of Ascendancy at 00:44 see stats
By Leyna the Dwarf Adventurer level 34
30th Wealth 122nd year of Ascendancy at 05:45 see stats
By Leyna the Dwarf Adventurer level 50
31st Dearth 123rd year of Ascendancy at 06:28 see stats
By Leyna the Dwarf Adventurer level 29
45th Profit 122nd year of Ascendancy at 22:43 see stats
By Leyna the Dwarf Adventurer level 26
35th Profit 122nd year of Ascendancy at 23:08 see stats
By Leyna the Dwarf Adventurer level 50
2nd Voratun 123rd year of Ascendancy at 07:08 see stats
By Leyna the Dwarf Adventurer level 20
24th Profit 122nd year of Ascendancy at 01:35 see stats
By Leyna the Dwarf Adventurer level 10
1st Acquisition 122nd year of Ascendancy at 12:23 see stats
By Leyna the Dwarf Adventurer level 39
8th Dearth 122nd year of Ascendancy at 06:20 see stats
By Leyna the Dwarf Adventurer level 50
22nd Voratun 123rd year of Ascendancy at 03:50 see stats
By Leyna the Dwarf Adventurer level 50
4th Gold 123rd year of Ascendancy at 22:25 see stats
Log
You transfer stralite amulet 'Arumina' to the online item's vault.
Saving done.
Saving done.
Saving done.
Saving game...
You transfer Faleradradan the voratun ring to the online item's vault.
Saving done.
Saving done.
Saving done.
Saving game...
You transfer Winterzephyr (21/21, 76-106 power, 18 apr) to the online item's vault.
Saving done.
Saving done.
Saving done.
Saving game...
You transfer quiver of dragonbone arrows 'Erelusandur' (21/21, 56-78 power, 18 apr) to the online item's vault.
Saving done.
Saving done.
Saving done.
Saving game...
You transfer quiver of dragonbone arrows 'Moldmoon' (20/20, 56-78 power, 24 apr) to the online item's vault.
Saving done.
Saving done.
Saving done.
Saving game...
You transfer Lightningoath the dwarven lantern to the online item's vault.
Saving done.
Saving done.
Saving done.
Saving game...