Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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.
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: White Monk 1.7.6Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. 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. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Cornac |
Class | White Monk (Way of the Transcendent Spirit) |
Level / Exp | 50 / 838% |
Size | medium |
Lifes / Deaths | Killed by Eledhemina the large brown snake at level 11 on the 2nd Summertide 122nd year of Ascendancy at 08:52 0 / 8Killed by Eilinirin the gloomy giant venus flytrap at level 17 on the 19th Dusk 122nd year of Ascendancy at 13:33 Killed by Monk's Temporal Clone at level 23 on the 43rd Dusk 122nd year of Ascendancy at 00:28 Killed by Glorildanor the multi-hued crystal at level 23 on the 43rd Dusk 122nd year of Ascendancy at 01:26 Killed by Ce'Nydheta the corrupted mastocytic feeder at level 31 on the 78th Dusk 122nd year of Ascendancy at 09:21 Killed by Vorirath the corrupted mastocytic feeder at level 31 on the 78th Dusk 122nd year of Ascendancy at 13:00 Killed by Urkis, the High Tempest at level 35 on the 61st Haze 122nd year of Ascendancy at 14:24 Killed by Elutira the Guardian at level 50 on the 47th Regrowth 123rd year of Ascendancy at 12:40 |
Primary Stats
Strength | 36 (base 10) |
Dexterity | 66 (base 60) |
Constitution | 59 (base 38) |
Magic | 59 (base 10) |
Willpower | 104 (base 60) |
Cunning | 86 (base 54) |
Resources
Life | -1167/1394 |
Stamina | 17/512 |
Healing Factor | 1.3251133323992 |
Regeneration | 5.6317316626967 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +45.01943246483% |
Spell | 0% |
Global | +180% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 77.25276604189 |
See Invisible | 77.25276604189 |
Offense: Barehand
Damage | 160 |
Accuracy | 67 |
Crit Chance | 45% |
APR | 38 |
Speed | 0.73 |
Offense: Spell
Spellpower | 71 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 70 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
Nature | +32% |
Lightning | +20% |
Light | +27% |
Temporal | +28% |
Blight | +16% |
Physical | +102% |
Mind | +11% |
All | +8% |
Offense: Damage Penetration
Physical | +51% |
Light | +25% |
Temporal | +20% |
Nature | +10% |
Arcane | +10% |
Mind | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 33.907234408791 (69.687909656376%) |
Defense | 63 |
Ranged Defense | 63 |
Fatigue | 0 |
Physical Save | 57 |
Spell Save | 52 |
Mental Save | 56 |
Defense: Resistances
Fire | + 34%( 70%) |
Darkness | + 46%( 70%) |
Light | + 70%( 70%) |
Temporal | + 48%( 70%) |
Nature | + 45%( 70%) |
Physical | + 35%( 70%) |
Cold | + 57%( 70%) |
All | + 28%( 70%) |
Defense: Immunities
Stun Resistance | 60% |
Confusion Resistance | 10% |
Pinning Resistance | 40% |
Knockback Resistance | 40% |
Instadeath Resistance | 100% |
Blind Resistance | 40% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 414 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 606% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 189 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Technique / Martial Arts | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Transcending | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Black Belt | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Agile Combatant | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Technique / Rending | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mending | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Fending | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
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 grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +5. | 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 Willpower by +5. | done |
You failed to protect the worried loremaster from death by Belemina the orc soldier. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the worried loremaster from death by Lisomiwe the giant army ant. Escort: worried loremaster (level 2 of Daikara) | failed |
You failed to protect the worried loremaster from death by Elubrewyn the skeleton master archer. Escort: worried loremaster (level 2 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by Belilethra the honey tree. Escort: worried loremaster (level 2 of Old Forest) | failed |
You failed to protect the worried loremaster from death by blade horror. Escort: worried loremaster (level 3 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by Layibremira the crimson crystal. Escort: worried loremaster (level 3 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. * 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: 2343. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed red crystal shard. * You've found the needed vial of fire wyrm saliva. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed storm wyrm claw. * You've found the needed vial of wight ectoplasm. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Emelada the Shinemight (0 def, 5 armour) Emelada the Shinemight (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Rare] Arcane/Master/Psionic While equipped: offense ------ Physical Power +14 (+4 eff.) Spellpower +18 (+4 eff.) Mindpower +15 (+4 eff.) Damage +24% physical Ignore resists +25% light Ignore Armor +8 defense ------ Armor +5 Fatigue +4% Resistance +15% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | Chalolen (22/22, 55-77 power, 18 apr) Chalolen (22/22, 55-77 power, 18 apr)3.0 Encumbrance T5 arrow ammo [Random Unique] Arcane/Psionic Weapon Damage 55.0 - 77.0 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +3.0% Capacity 22 Auto Reload 3 On-ranged-hit +8 acid +36 physical +26 light Damage Against +30% Undead On-Hit, radius 1 +16 acid On-crit, radius 2 +16 acid On Hit: * 20% chance to reduce armor by 42% * 20% chance to knock the target back 3 spaces and deal 266 physical damage Arrows are used with bows to pierce your foes to death. |
On hands | Fist of the Destroyer (8 def, 0 armour) Fist of the Destroyer (8 def, 0 armour)1.0 Encumbrance T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +3 Cun +9 Mag defense ------ Defense +8 (+2 eff.) Stun Resist +20% other ------- Max vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Unarmed combat: Weapon Damage 36.0 - 50.4 Physical Uses 20% Mag, 60% Wil, 60% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 125% On Hit: 10% Blood Grasp level 3 On Hit: 12% Soul Rot level 3 On Hit: 8% Drain level 2 Increases all damage by 4% of current vim Current Bonus: 0% Darkfire: Effective talent level: 6.0 Power cost 11 out of 12/12. Range 6 Cooldown: 8 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 122.93 fire damage and 122.93 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+3 eff.) Spell save +12 (+4 eff.) Mind save +12 (+4 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tool | Belytira the voratun pickaxe (dig speed 5 turns) Belytira the voratun pickaxe (dig speed 5 turns)3.0 Encumbrance T5 digger tool [Random Unique] Nature/Master While equipped: Stats +3 Str offense ------ Critical power +34.00% Physical Power +19 (+5 eff.) Ignore Armor +14 defense ------ Armor +2 Defense +15 (+4 eff.) Resistance +9% fire +3% darkness +3% temporal Physical save +11 (+3 eff.) Spell save +10 (+3 eff.) Mind save +15 (+4 eff.) Life +49.00 other ------- Max stamina +30.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Bileravager the voratun ring Bileravager the voratun ring0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +9 Str +16 Mag +22 Wil +8 Cun +9 Con offense ------ Physical Power +15 (+4 eff.) Spellpower +30 (+7 eff.) Mindpower +14 (+4 eff.) Damage +12% lightning +18% nature When Hit 2 lightning defense ------ Resistance +24% nature Rings make your fingers look great! |
On fingers | voratun ring 'Ivoth' voratun ring 'Ivoth'0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Cun +19 Mag offense ------ Critical power +5.00% Physical Power +20 (+5 eff.) Spellpower +34 (+8 eff.) Mindpower +19 (+5 eff.) Spellpower/crit +10 Damage +19% light +8% all Ignore resists +10% arcane On-Hit (Melee): * 24% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce armor by 42% defense ------ Resistance +38% light Spell save +18 (+6 eff.) other ------- Mana-on-crit +2.00 Vim-on-crit +2.37 Rings make your fingers look great! |
Around neck | Wretchwell Wretchwell0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Dex +7 Cun +7 Con offense ------ Physical Power +7 (+2 eff.) Move Speed +10% Combat Speed +10% Damage +9% physical +6% nature +3% mind Ignore resists +10% mind +10% nature When Hit 4 nature defense ------ Fatigue -7% Resistance +9% cold +20% light +22% darkness Life Regen +4.00 Blind Resist +40% other ------- Stamina/turn +1.00 Amulets make your neck look great! |
Main armor | Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil offense ------ Spellpower +23 (+5 eff.) Damage +20% temporal +20% physical Ignore resists +20% temporal +20% physical When Hit 20 physical 10 temporal defense ------ Armor +3 Defense +9 (+2 eff.) Resistance +10% temporal +10% physical +13% all Temporal Reprieve: Effective talent level: 1.0 Power cost 43 out of 50/50. Range melee/personal Fixed Cooldown: 40 Travel.spd instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Light source | Light of Revelation Light of Revelation2.0 Encumbrance T2 lite [Unique] Unknown While equipped: offense ------ Against +25% Horror defense ------ Resist Against +25% Horror other ------- Light +7 See Stealth +35 See Invisibility +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. |
Cloak | Tidenail the cashmere cloak (2 def, 9 armour) Tidenail the cashmere cloak (2 def, 9 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Physical Power +25 (+6 eff.) Damage +12% physical Ignore resists +15% physical Accuracy +25 (+7 eff.) defense ------ Armor +9 Defense +2 (+0 eff.) Resistance +31% cold other ------- Psi when Hit +0.16 Hate-on-crit +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ravager's drakeskin leather belt of transcendence ravager's drakeskin leather belt of transcendence1.0 Encumbrance T5 belt armor [Ego+] Master/Psionic While equipped: offense ------ Mindpower +7 (+2 eff.) Damage +19% physical Ignore resists +16% physical defense ------ Physical save +7 (+2 eff.) A belt that goes around your waist. |
Inventory
Blood of Life Blood of Life0.4 Encumbrance potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Blood of Undeath Blood of Undeath0.4 Encumbrance 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. |
Primal Infusion (affinity 20%; reduction 4; dur 4; cd 18) Primal Infusion (affinity 20%; reduction 4; dur 4; cd 18)0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 20% 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. |
regeneration infusion (heal 257; 16 cd) regeneration infusion (heal 257; 16 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 257 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Rune of Reflection (--) Rune of Reflection (--)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 395 damage for 5 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. |
Rune of the Rift (566.00 temporal damage, removed from time 4 turns) Rune of the Rift (566.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 724.48 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 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. |
Rune of Dissipation ( ) Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Scroll of Summoning (Limmir the Jeweler) Scroll of Summoning (Limmir the Jeweler)0.1 Encumbrance 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! |
Feathersteel Amulet Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+4 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
steel amulet 'Arychik' steel amulet 'Arychik'0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex +2 Wil +7 Cun +5 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Resistance +11% lightning +12% temporal Crit Resistance 10.00% Life Regen +1.00 Pinning Resist +22% Stun Resist +22% Knockbk Resist +25% other ------- Stamina/turn +0.50 Amulets make your neck look great! |
The Far-Hand The Far-Hand0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 31 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (171). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). 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. |
Unflinching Eye Unflinching Eye0.1 Encumbrance T4 amulet jewelry [Unique] Arcane/Psionic While equipped: defense ------ Resistance -25% light Max Resistance -25% light Blind Resist +100% Confus Resist +50% other ------- Infravision +3 Telepathy Horror Telepath range +10 Arcane Eye: (Instant) Effective talent level: 2.0 Power cost 51 out of 60/60. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 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. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Orb of Many Ways Orb of Many Ways1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 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. |
Writhing Ring of the Hunter Writhing Ring of the Hunter0.1 Encumbrance 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. |
pixie's voratun ring of misery pixie's voratun ring of misery0.1 Encumbrance T5 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +8 Cun +6 Mag offense ------ Spellpower +12 (+3 eff.) On-Hit 29 physical On-Ranged-Hit 28 physical On-Hit (Melee): * 17% chance to reduce all saves and defense by 39 On-Hit (Ranged): * 14% chance to reduce all saves and defense by 39 other ------- Hate-on-crit +2.00 Max hate +14.00 Bleeding Edge: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
earthen elven-wood vilestaff of protection (25-30 power, 5 apr, darkness element) earthen elven-wood vilestaff of protection (25-30 power, 5 apr, darkness element)5.0 Encumbrance T4 staff 2H weapon [Ego+] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +12 (+3 eff.) Damage +25% darkness defense ------ Armor +7 Hardiness +8% Resistance +12% darkness Physical save +9 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging elven-wood vilestaff of might (25-30 power, 5 apr, acid element) surging elven-wood vilestaff of might (25-30 power, 5 apr, acid element)5.0 Encumbrance T4 staff 2H weapon [Ego] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +17% Spellpower +12 (+3 eff.) Spellpower/crit +7 Damage +25% acid other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Telos's Staff (Top Half) (35-42 power, 0 apr, arcane element) Telos's Staff (Top Half) (35-42 power, 0 apr, arcane element)2.5 Encumbrance T5 staff 1H weapon [Unique] Arcane A part of set. Weapon Damage 35.0 - 42.0 Physical Uses 100% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +1.5% Attack Speed 100% While equipped: Stats +5 Wil offense ------ Spell Crit +15% Spellpower +30 (+7 eff.) Damage +35% arcane defense ------ Mind save +8 (+2 eff.) other ------- Talents +1 Command Staff The top part of Telos' broken staff. |
bloodlich's dragonbone magestaff of channeling (30-36 power, 6 apr, arcane element) bloodlich's dragonbone magestaff of channeling (30-36 power, 6 apr, arcane element)5.0 Encumbrance T5 staff 2H weapon [Ego++] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +8 Mag +6 Cun +7 Con offense ------ Spell Crit +5% Critical power +21.00% Spellpower +32 (+8 eff.) Damage +30% arcane other ------- Mana/turn +0.60 Negative/turn +0.20 Vim-on-crit +5.00 Max vim +28.00 Max negative +49.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 26 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff 'Boltprophet' (30-36 power, 6 apr, physical element) dragonbone starstaff 'Boltprophet' (30-36 power, 6 apr, physical element)5.0 Encumbrance T5 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +9 Mag +10 Wil offense ------ Physical Crit +1.0% Spell Crit +5% Spellpower +37 (+9 eff.) Damage +3% lightning +36% physical +3% nature Ignore resists +10% lightning Ignore Armor +1 On-Hit (Melee): * 10% chance to slow global speed by 68% other ------- Max mana +217.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
imbued dragonbone starstaff (30-36 power, 6 apr, light element) imbued dragonbone starstaff (30-36 power, 6 apr, light element)5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +15 (+3 eff.) Damage +30% light other ------- Talents +1 Command Staff On Spell Hit: 10% Lightning level 4 Staves designed for wielders of magic, by the greats of the art. |
infernal dragonbone starstaff of might (30-36 power, 6 apr, physical element) infernal dragonbone starstaff of might (30-36 power, 6 apr, physical element)5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +17% Critical power +29.00% Spellpower +23 (+5 eff.) On-Hit 27 fire Damage +30% physical other ------- See Invisibility +14 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering dragonbone starstaff of channeling (30-36 power, 6 apr, darkness element) shimmering dragonbone starstaff of channeling (30-36 power, 6 apr, darkness element)5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +30 (+7 eff.) Damage +30% darkness other ------- Mana/turn +0.84 Max mana +64.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 26 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
Telos's Staff (Bottom Half) Telos's Staff (Bottom Half)5.0 Encumbrance staff 1H weapon [Unique] Arcane A part of set. Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Attack Speed 100% While equipped: Stats +4 Mag offense ------ Spell Crit +8% Critical power +20.00% Damage +20% acid +20% cold defense ------ Mind save +8 (+2 eff.) Confus Resist +20% other ------- Max mana +50.00 The bottom part of Telos' broken staff. |
Satyrwinnow the stralite battleaxe (66-99 power, 3 apr) Satyrwinnow the stralite battleaxe (66-99 power, 3 apr)3.0 Encumbrance T4 battleaxe 2H weapon [Rare] Master Weapon Damage 66.0 - 99.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% On Hit: * 20% chance to slow global speed by 68% While equipped: offense ------ Mindpower +32 (+8 eff.) Ignore resists +25% darkness +10% nature On-Hit (Melee): * 20% chance to reduce damage dealt by 31% defense ------ Resistance +6% nature Mind save +6 (+2 eff.) other ------- EQ when Hit +0.40 Max psi +20.00 Massive two-handed battleaxes. |
Khulmanar's Wrath (70-105 power, 8 apr) Khulmanar's Wrath (70-105 power, 8 apr)3.0 Encumbrance T5 battleaxe 2H weapon Reqs Str 52 [Unique] Arcane Weapon Damage 70.0 - 105.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +8.0% Attack Speed 100% On-hit +50 fire Damage Conversion 20% fire While equipped: offense ------ Damage +20% fire Ignore resists +25% fire defense ------ Resistance +20% fire The wearer is treated as a demon. Infernal Breath: Effective talent level: 3.0 Power cost 30 out of 35/35. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 99.40 fire damage, and flames will be left dealing a further 22.94 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
The Gaping Maw (72-108 power, 4 apr) The Gaping Maw (72-108 power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon Reqs Str 60 [Unique] Nature/Disrupt Weapon Damage 72.0 - 108.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-hit +50 acid +50 nature slow On Critical: * deal manaburn damage equal to your mindpower in a radius 3 cone While equipped: other ------- Cooldown Mana Clash -2 Ice Claw -1 Swallow -2 This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
plaguebringer's voratun battleaxe of phasing (58-86 power, 28 apr) plaguebringer's voratun battleaxe of phasing (58-86 power, 28 apr)3.0 Encumbrance T5 battleaxe 2H weapon Reqs Str 48 [Ego+] Arcane Weapon Damage 57.5 - 86.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +28 Critical Rate +8.0% Attack Speed 100% Ignore Shields +21% On-hit +20 blight On Hit: 20% Epidemic level 5 On Hit: * 23% chance to reduce strength, dexterity, and constitution by 32 While equipped: defense ------ Disease Resist +35% Massive two-handed battleaxes. |
Voratun Hammer of the Deep Bellow (82-123 power, 7 apr) Voratun Hammer of the Deep Bellow (82-123 power, 7 apr)5.0 Encumbrance T5 greatmaul 2H weapon Reqs Str 48 [Unique] Arcane/Master Weapon Damage 82.0 - 123.0 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On-hit +30 fire On Hit: 10% Flameshock level 3 While equipped: offense ------ Damage +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
Zerisus the voratun greatmaul (67-100 power, 4 apr) Zerisus the voratun greatmaul (67-100 power, 4 apr)5.0 Encumbrance T5 greatmaul 2H weapon Reqs Str 48 [Rare] Nature Weapon Damage 67.0 - 100.5 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% On-hit +24 nature While equipped: offense ------ Physical Power +32 (+7 eff.) Ignore resists +20% arcane defense ------ Armor +4 Defense +10 (+2 eff.) Resistance +6% physical +9% temporal Massive two-handed mauls. |
quick voratun greatmaul of ruin (67-100 power, 4 apr) quick voratun greatmaul of ruin (67-100 power, 4 apr)5.0 Encumbrance T5 greatmaul 2H weapon Reqs Str 48 [Ego++] Master Weapon Damage 67.0 - 100.5 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Dex offense ------ Physical Crit +20.0% Critical power +45.00% Combat Speed +10% Accuracy +27 (+7 eff.) Ignore Armor +17 Massive two-handed mauls. |
voratun greatmaul of crippling (68-101 power, 4 apr) voratun greatmaul of crippling (68-101 power, 4 apr)5.0 Encumbrance T5 greatmaul 2H weapon Reqs Str 48 [Ego+] Master Weapon Damage 67.5 - 101.2 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +14.0% Massive two-handed mauls. |
truestriking steel greatsword of daylight (25-40 power, 2 apr) truestriking steel greatsword of daylight (25-40 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego+] Arcane/Master Weapon Damage 25.0 - 40.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +10 light Damage Against +21% Undead While equipped: offense ------ Ignore resists +12% physical Accuracy +13 (+4 eff.) Ignore Armor +13 Massive two-handed swords. |
Colaryem (48-77 power, 12 apr) Colaryem (48-77 power, 12 apr)3.0 Encumbrance T3 greatsword 2H weapon [Unique] Arcane Weapon Damage 48.0 - 76.8 Physical Uses 130% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +11.0% Attack Speed 56% While equipped: Stats +7 Dex offense ------ Move Speed +10% Damage +7% lightning defense ------ Fatigue -12% Resistance +7% lightning other ------- Encumbrance +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
stormbringer's stralite greatsword of ruin (48-77 power, 3 apr) stormbringer's stralite greatsword of ruin (48-77 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon [Ego++] Nature/Master Weapon Damage 48.0 - 76.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On-crit, radius 2 +24 lightning +52 cold While equipped: offense ------ Physical Crit +19.0% Critical power +31.00% Move Speed +55% Ignore resists +19% lightning +10% cold Ignore Armor +14 Massive two-handed swords. |
stralite greatsword of enduring (50-81 power, 3 apr) stralite greatsword of enduring (50-81 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon [Ego+] Nature Weapon Damage 50.5 - 80.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +19 Con +10 Wil defense ------ Life +87.00 Massive two-handed swords. |
Champion's Will (67-107 power, 22 apr) Champion's Will (67-107 power, 22 apr)3.0 Encumbrance T5 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 67.0 - 107.2 Physical Uses 20% Con, 115% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +22 Critical Rate +12.0% Attack Speed 100% On Hit: * releases a burst of light, dealing 90 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con other ------- Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 26 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
Voruna (82-132 power, 4 apr) Voruna (82-132 power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 48 [Rare] Master Weapon Damage 82.5 - 132.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +5 Str +5 Dex offense ------ Damage +18% arcane Ignore resists +5% mind defense ------ Crit Resistance 15.80% Mind save +19 (+5 eff.) other ------- Infravision +3 Massive two-handed swords. |
flaming voratun greatsword of crippling (62-99 power, 4 apr) flaming voratun greatsword of crippling (62-99 power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 48 [Ego+] Arcane/Master Weapon Damage 62.0 - 99.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +23 fire On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +17.0% Massive two-handed swords. |
Punae's Blade (46-64 power, 4 apr) Punae's Blade (46-64 power, 4 apr)3.0 Encumbrance T4 longsword 1H weapon [Unique] Master Weapon Damage 46.0 - 64.4 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% While equipped: offense ------ Physical Crit +20.0% Combat Speed +20% defense ------ Defense +40 (+10 eff.) Evasion +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
stralite longsword of evisceration (34-47 power, 5 apr) stralite longsword of evisceration (34-47 power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon [Ego+] Master Weapon Damage 33.5 - 46.9 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On Critical: * Wound the target dealing 287 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +11.0% Physical Power +11 (+3 eff.) Sharp, long, and deadly. |
hateful voratun longsword of dampening (43-60 power, 6 apr) hateful voratun longsword of dampening (43-60 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon Reqs Str 48 [Ego] Disrupt/Psionic Weapon Damage 43.0 - 60.2 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +14 darkness Damage Against +14% Living While equipped: defense ------ Resistance +13% acid +13% lightning +13% cold +11% fire +6% all Spell save +11 (+4 eff.) Sharp, long, and deadly. |
plaguebringer's voratun longsword (44-62 power, 6 apr) plaguebringer's voratun longsword (44-62 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon Reqs Str 48 [Ego+] Arcane Weapon Damage 44.5 - 62.3 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +8 blight On Hit: 20% Epidemic level 5 On Hit: * 12% chance to reduce strength, dexterity, and constitution by 32 While equipped: defense ------ Disease Resist +35% Sharp, long, and deadly. |
voratun longsword (44-62 power, 6 apr) voratun longsword (44-62 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon Reqs Str 48 [Normal] Weapon Damage 44.0 - 61.6 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% Sharp, long, and deadly. |
Glintrigor the voratun mace (44-62 power, 6 apr) Glintrigor the voratun mace (44-62 power, 6 apr)3.0 Encumbrance T5 mace 1H weapon Reqs Str 48 [Random Unique] Arcane/Master Weapon Damage 44.5 - 62.3 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-hit +18 cold +16 temporal While equipped: Stats +2 Dex offense ------ Physical Crit +13.0% Critical power +35.00% Physical Power +5 (+2 eff.) Damage +3% light +18% physical Ignore Armor +16 defense ------ Resistance +3% mind +19% temporal Physical save +12 (+3 eff.) Blunt and deadly. |
Thunderfall (50-70 power, 6 apr) Thunderfall (50-70 power, 6 apr)3.0 Encumbrance T5 mace 1H weapon Reqs Str 50 [Unique] Psionic Weapon Damage 50.0 - 70.0 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +50 lightning +50 physical On-crit, radius 2 +100 lightning +100 physical Perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage. Uses 51 power out of 60/60 Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
Ureslak's Femur (52-73 power, 5 apr) Ureslak's Femur (52-73 power, 5 apr)3.0 Encumbrance T5 mace 1H weapon Reqs Str 45 [Unique] Nature What would happen if more of Ureslak's remains were reunited? Weapon Damage 52.0 - 72.8 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On Hit: * 10% chance to shimmer to a different hue and gain powers A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
arcing voratun mace of massacre (58-82 power, 6 apr) arcing voratun mace of massacre (58-82 power, 6 apr)3.0 Encumbrance T5 mace 1H weapon Reqs Str 48 [Ego] Arcane/Master Weapon Damage 58.5 - 81.9 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 115 damage Blunt and deadly. |
enhanced voratun mace (45-63 power, 6 apr) enhanced voratun mace (45-63 power, 6 apr)3.0 Encumbrance T5 mace 1H weapon Reqs Str 48 [Ego+] Nature Weapon Damage 45.0 - 63.0 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +9 Str +7 Dex +13 Mag +9 Wil +9 Cun +9 Con Blunt and deadly. |
acidic voratun waraxe of massacre (54-76 power, 6 apr) acidic voratun waraxe of massacre (54-76 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon Reqs Str 48 [Ego] Arcane/Master Weapon Damage 54.0 - 75.6 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 192 damage over 5 turns and reducing armor and accuracy by 24 One-handed war axes. |
balanced voratun waraxe of ruin (40-56 power, 6 apr) balanced voratun waraxe of ruin (40-56 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon Reqs Str 48 [Ego+] Master Weapon Damage 40.0 - 56.0 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Physical Crit +11.0% Critical power +11.00% Accuracy +11 (+3 eff.) Ignore Armor +11 defense ------ Defense +13 (+3 eff.) Disarm Resist +50% One-handed war axes. |
caustic voratun waraxe of ruin (38-53 power, 6 apr) caustic voratun waraxe of ruin (38-53 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon Reqs Str 48 [Ego++] Nature/Master Weapon Damage 38.0 - 53.2 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-crit, radius 2 +33 acid +31 nature While equipped: offense ------ Physical Crit +11.0% Critical power +29.00% Ignore resists +17% acid +17% nature Ignore Armor +21 One-handed war axes. |
caustic steel dagger of vileness (12-16 power, 6 apr) caustic steel dagger of vileness (12-16 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego+] Arcane/Nature Weapon Damage 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +9 blight On-crit, radius 2 +17 acid +14 nature On Hit: * 13% chance to reduce strength, dexterity, and constitution by 32 While equipped: offense ------ Ignore resists +8% acid +6% nature Ignore Armor +8 Sharp, short and deadly. |
acidic dwarven-steel dagger of paradox (20-25 power, 7 apr) acidic dwarven-steel dagger of paradox (20-25 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego] Arcane Weapon Damage 19.5 - 25.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +9 temporal On Critical: * Splash the target with acid dealing 192 damage over 5 turns and reducing armor and accuracy by 24 While equipped: defense ------ Resistance +10% temporal Sharp, short and deadly. |
blazebringer's stralite dagger (28-36 power, 9 apr) blazebringer's stralite dagger (28-36 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego+] Nature Weapon Damage 28.0 - 36.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +49 fire While equipped: offense ------ Global Speed +4% Ignore resists +20% fire Sharp, short and deadly. |
enhanced voratun dagger of ruin (38-49 power, 9 apr) enhanced voratun dagger of ruin (38-49 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego++] Nature/Master Weapon Damage 38.0 - 49.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% While equipped: Stats +6 Str +11 Dex +9 Mag +11 Wil +8 Cun +11 Con offense ------ Physical Crit +14.0% Critical power +29.00% Ignore Armor +11 Sharp, short and deadly. |
flaming voratun dagger of massacre (50-65 power, 9 apr) flaming voratun dagger of massacre (50-65 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego] Arcane/Master Weapon Damage 50.0 - 65.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-Hit, radius 1 +12 fire Sharp, short and deadly. |
Snowburst (18-19 power, 40 apr, mind damage) Snowburst (18-19 power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon [Random Unique] Nature Weapon Damage 17.5 - 19.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% On-hit +8 cold While equipped: offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +15% lightning +8% cold +9% nature +16% physical Ignore resists +10% nature defense ------ Armor +4 Defense +32 (+8 eff.) Resistance +7% nature +5% arcane +12% mind Physical save +8 (+2 eff.) Spell save +9 (+3 eff.) Mind save +9 (+3 eff.) Life Regen +2.00 Pinning Resist +60% other ------- EQ when Hit +1.90 Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
caller's living mindstar of sand (16-18 power, 40 apr, nature damage) caller's living mindstar of sand (16-18 power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon [Ego++] Nature Weapon Damage 16.5 - 18.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) On-Hit 17 physical Damage +14% acid +13% fire +13% cold +20% physical Ignore resists +6% acid +3% fire +7% cold +19% physical defense ------ Resistance +15% physical Heal-on-summon +35 other ------- Max Summons +3 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
epiphanous living mindstar (16-18 power, 40 apr, mind damage) epiphanous living mindstar (16-18 power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 16.5 - 18.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +9% Mindpower +13 (+3 eff.) Damage +11% mind other ------- Psi-on-crit +3.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
hungering living mindstar of flames (17-19 power, 40 apr, nature damage) hungering living mindstar of flames (17-19 power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 17.0 - 18.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Global Speed +9% On-Hit 11 fire Damage +16% fire Ignore resists +10% fire defense ------ Resistance +14% fire other ------- Hate/kill +5.00 Psi/kill +3.00 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 170.94 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 17 turn cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
hungering living mindstar of venom (16-18 power, 40 apr, nature damage) hungering living mindstar of venom (16-18 power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 16.5 - 18.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) On-Hit 15 acid Damage +10% acid Ignore resists +20% acid defense ------ Resistance +14% acid Life Regen +3.00 other ------- Hate/kill +4.00 Psi/kill +4.00 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 167.61 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 17 turn cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
inquisitor's living mindstar of flames (16-18 power, 40 apr, nature damage) inquisitor's living mindstar of flames (16-18 power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon [Ego++] Nature/Disrupt Weapon Damage 16.0 - 17.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% On Critical: * Deals 114 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) While equipped: offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Global Speed +7% On-Hit 14 fire Damage +8% fire Ignore resists +9% fire defense ------ Resistance +16% fire other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
wrathful living mindstar (17-19 power, 40 apr, nature damage) wrathful living mindstar (17-19 power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 17.0 - 18.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +11% Mindpower +10 (+3 eff.) other ------- Hate-on-crit +3.00 Psi-on-crit +4.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
wrathful living mindstar of life (16-18 power, 40 apr, nature damage) wrathful living mindstar of life (16-18 power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 16.0 - 17.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +15% Mindpower +10 (+3 eff.) defense ------ Life +22.00 Life Regen +1.90 other ------- Hate-on-crit +5.00 Psi-on-crit +2.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
truestriking stralite steamsaw of crushing (28-43 power, 0 apr) truestriking stralite steamsaw of crushing (28-43 power, 0 apr)3.0 Encumbrance T4 steamsaw 1H weapon Reqs Steam Pool [Ego++] Master/Steamtech Weapon Damage 28.5 - 42.8 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +70 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Physical Crit +11.0% Physical Power +13 (+3 eff.) Ignore resists +7% physical Accuracy +15 (+4 eff.) Ignore Armor +12 defense ------ Armor +5 Defense +8 (+2 eff.) Fatigue +10% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
elemental voratun steamsaw of paradox (40-60 power, 0 apr) elemental voratun steamsaw of paradox (40-60 power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon Reqs Str 48 Steam Pool [Ego+] Arcane/Steamtech Weapon Damage 40.0 - 60.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +98 On-hit +11 temporal On Hit: * Create an explosion dealing 115 fire damage (1/turn) Uses 1.0 Steam While equipped: offense ------ Damage +16% fire Ignore resists +25% fire defense ------ Armor +6 Defense +10 (+2 eff.) Fatigue +12% Resistance +14% temporal other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
flaming voratun steamsaw of lightning resistance (+22%) (38-58 power, 0 apr) flaming voratun steamsaw of lightning resistance (+22%) (38-58 power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon Reqs Str 48 Steam Pool [Ego] Arcane/Master/Steamtech Weapon Damage 38.5 - 57.8 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +88 On-Hit, radius 1 +10 fire Uses 1.0 Steam While equipped: defense ------ Armor +6 Defense +10 (+2 eff.) Fatigue +12% Resistance +22% lightning other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
swashbuckler's voratun steamsaw of lightning resistance (+25%) (40-60 power, 0 apr) swashbuckler's voratun steamsaw of lightning resistance (+25%) (40-60 power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon Reqs Str 48 Steam Pool [Ego+] Master/Steamtech Weapon Damage 40.0 - 60.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +112 Uses 1.0 Steam While equipped: Stats +5 Str +8 Dex offense ------ Accuracy +10 (+3 eff.) defense ------ Armor +6 Defense +10 (+2 eff.) Fatigue +12% Resistance +25% lightning other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Whip of Urh'Rok (55-61 power, 0 apr) Whip of Urh'Rok (55-61 power, 0 apr)3.0 Encumbrance T5 whip 1H weapon [Unique] Arcane Weapon Damage 55.0 - 60.5 Devouring flames Uses 100% Dex Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Critical Rate +9.0% Attack Speed 125% On Hit: 20% Bone Nova level 4 On Hit: 15% Blood Boil level 3 While equipped: offense ------ Spellpower +15 (+3 eff.) Damage +20% blight +20% fire other ------- See Invisibility +2 Telepathy Demon/Minor Demon/Major While carried: offense ------ Damage +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
Storm Fury Storm Fury4.0 Encumbrance T5 longbow 2H weapon Reqs Shoot [Unique] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On Hit: 12% Chain Lightning level 3 While equipped: Stats +10 Dex +10 Mag offense ------ Spell Crit +10% Spellpower +30 (+7 eff.) Move Speed +30% On-Ranged-Hit 75 lightning Damage +25% lightning defense ------ Defense +30 (+7 eff.) Resistance +20% lightning other ------- Masteries +0.50 Spell/Storm +0.50 Spell/Air Automatically fires lightning bolts every game turn at nearby enemies dealing 99 to 198 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
caustic dragonbone longbow of true flight caustic dragonbone longbow of true flight4.0 Encumbrance T5 longbow 2H weapon Reqs Shoot [Ego++] Nature/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On-crit, radius 2 +27 acid +63 nature While equipped: offense ------ Physical Crit +17.0% Ignore resists +30% acid +15% nature Accuracy +20 (+5 eff.) Ignore Armor +14 Longbows are used to shoot arrows at your foes. |
dragonbone longbow 'Loridas' dragonbone longbow 'Loridas'4.0 Encumbrance T5 longbow 2H weapon Reqs Shoot [Rare] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 While equipped: Stats +2 Mag offense ------ Physical Crit +5.0% Ignore resists +25% arcane Ignore Shields +20% Accuracy +17 (+5 eff.) defense ------ Defense +10 (+2 eff.) Resistance +5% arcane +21% darkness Healmod +21% Stun Resist +20% other ------- Max mana +40.00 Longbows are used to shoot arrows at your foes. |
caustic reinforced leather sling caustic reinforced leather sling4.0 Encumbrance T4 sling 1H weapon Reqs Shoot [Ego+] Nature Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 On-crit, radius 2 +15 acid +37 nature While equipped: offense ------ Ignore resists +13% acid +12% nature Ignore Armor +10 Slings are used to hurl stones or metal shots at your foes. |
mighty drakeskin leather sling of enduring mighty drakeskin leather sling of enduring4.0 Encumbrance T5 sling 1H weapon Reqs Shoot [Ego+] Nature/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 While equipped: Stats +5 Str +10 Wil +11 Con offense ------ Physical Power +6 (+2 eff.) defense ------ Life +63.00 Slings are used to hurl stones or metal shots at your foes. |
Quiver of Domination (20/20, 24-34 power, 8 apr) Quiver of Domination (20/20, 24-34 power, 8 apr)3.0 Encumbrance T4 arrow ammo [Unique] Psionic Weapon Damage 24.0 - 33.6 Mind Uses 20% Wil, 60% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +2.0% Capacity 20 On Critical: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
Arkul's Siege Arrows (14/14, 68-95 power, 100 apr) Arkul's Siege Arrows (14/14, 68-95 power, 100 apr)3.0 Encumbrance T5 arrow ammo [Unique] Master Weapon Damage 68.0 - 95.2 Physical Uses 70% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +100 Critical Rate +10.0% Capacity 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
hateful quiver of dragonbone arrows of torment (19/19, 54-76 power, 18 apr) hateful quiver of dragonbone arrows of torment (19/19, 54-76 power, 18 apr)3.0 Encumbrance T5 arrow ammo [Ego++] Psionic Weapon Damage 54.5 - 76.3 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +3.0% Capacity 19 On-ranged-hit +36 darkness Damage Against +21% Living On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Arrows are used with bows to pierce your foes to death. |
psychokinetic quiver of dragonbone arrows of paradox (22/22, 54-75 power, 18 apr) psychokinetic quiver of dragonbone arrows of paradox (22/22, 54-75 power, 18 apr)3.0 Encumbrance T5 arrow ammo [Ego+] Arcane/Psionic Weapon Damage 53.5 - 74.9 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +3.0% Capacity 22 On-ranged-hit +20 physical +21 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to knock the target back 3 spaces and deal 266 physical damage Arrows are used with bows to pierce your foes to death. |
sentry's quiver of dragonbone arrows of torment (48/48, 62-86 power, 32 apr) sentry's quiver of dragonbone arrows of torment (48/48, 62-86 power, 32 apr)3.0 Encumbrance T5 arrow ammo [Ego++] Arcane/Psionic Weapon Damage 61.5 - 86.1 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +32 Critical Rate +3.0% Capacity 48 Auto Reload 1 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Arrows are used with bows to pierce your foes to death. |
Cleansestun the pouch of stralite shots (21/21, 43-52 power, 5 apr) Cleansestun the pouch of stralite shots (21/21, 43-52 power, 5 apr)3.0 Encumbrance T4 shot ammo [Rare] Arcane Weapon Damage 43.0 - 51.6 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 21 On-ranged-hit +21 nature +21 arcane On-Hit, radius 1 +21 nature +21 mind On-crit, radius 2 +12 arcane On Hit: * 21% chance to slow global speed by 68% On Critical: * Splash the target with acid dealing 192 damage over 5 turns and reducing armor and accuracy by 24 Shots are used with slings to pummel your foes to death. |
barbed pouch of stralite shots (12/19, 54-64 power, 5 apr) barbed pouch of stralite shots (12/19, 54-64 power, 5 apr)3.0 Encumbrance T4 shot ammo [Ego+] Master Weapon Damage 53.5 - 64.2 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +17.5% Capacity 19 On Critical: * Wound the target dealing 287 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
pouch of voratun shots 'Olynik' (22/22, 63-76 power, 18 apr) pouch of voratun shots 'Olynik' (22/22, 63-76 power, 18 apr)3.0 Encumbrance T5 shot ammo [Rare] Master Weapon Damage 63.0 - 75.6 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +18 Critical Rate +18.0% Capacity 22 Projectile Speed +411% On-ranged-hit +21 physical While equipped: other ------- Reload +4 Shots are used with slings to pummel your foes to death. |
corrosive stralite shield of purity (0 def, 8 armour, 135.5 block) corrosive stralite shield of purity (0 def, 8 armour, 135.5 block)7.0 Encumbrance T4 shield armor Reqs - Shield usage training [Ego+] Arcane/Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Con offense ------ When Hit: * 15% chance to reduce armor by 42% defense ------ Armor +8 Fatigue +8% Resistance +14% acid +14% nature +14% blight other ------- Talents +1 Block Handheld deflection devices. |
stralite shield of winter (0 def, 8 armour, 138.5 block) stralite shield of winter (0 def, 8 armour, 138.5 block)7.0 Encumbrance T4 shield armor Reqs - Shield usage training [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Wil offense ------ On shield block: * Deals 228 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) defense ------ Armor +8 Fatigue +8% Resistance +16% cold other ------- Talents +1 Block Handheld deflection devices. |
windwalling stralite shield of earthen fury (0 def, 17 armour, 139 block) windwalling stralite shield of earthen fury (0 def, 17 armour, 139 block)7.0 Encumbrance T4 shield armor Reqs - Shield usage training [Ego++] Nature/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Wil defense ------ Armor +17 Fatigue +8% Resistance +14% physical Windwall +56 Slow Projectiles +34% other ------- Talents +1 Block Handheld deflection devices. |
flaming voratun shield of fire resistance (+21%) (0 def, 10 armour, 207.5 block) flaming voratun shield of fire resistance (+21%) (0 def, 10 armour, 207.5 block)7.0 Encumbrance T5 shield armor Reqs - Shield usage training ,Str 48 [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 8 fire When Hit 11 fire defense ------ Armor +10 Fatigue +8% Resistance +21% fire other ------- Talents +1 Block Handheld deflection devices. |
windwalling voratun shield (0 def, 10 armour, 199.5 block) windwalling voratun shield (0 def, 10 armour, 199.5 block)7.0 Encumbrance T5 shield armor Reqs - Shield usage training ,Str 48 [Ego+] Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Wil defense ------ Armor +10 Fatigue +8% Resistance +16% physical Windwall +70 Slow Projectiles +29% other ------- Talents +1 Block Handheld deflection devices. |
windwalling voratun shield of resistance (0 def, 10 armour, 218 block) windwalling voratun shield of resistance (0 def, 10 armour, 218 block)7.0 Encumbrance T5 shield armor Reqs - Shield usage training ,Str 48 [Ego++] Nature/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Wil defense ------ Armor +10 Fatigue +8% Resistance +8% acid +14% physical +10% cold +10% fire +8% lightning Windwall +64 Slow Projectiles +25% other ------- Talents +1 Block Handheld deflection devices. |
stargazer's linen robe of alchemy (0 def, 0 armour) stargazer's linen robe of alchemy (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego++] Arcane While equipped: Stats +2 Cun offense ------ Spell Crit +6% Spellpower +6 (+1 eff.) Damage +7% acid +9% physical +6% light +8% cold +9% fire +9% darkness defense ------ Resistance +12% acid +12% physical +12% fire +11% cold +7% all other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+2 eff.) Resistance +30% nature +11% all Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
silk robe of Linaniil (0 def, 0 armour) silk robe of Linaniil (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego+] Arcane While equipped: offense ------ Spell Crit +12% Spellpower +23 (+5 eff.) defense ------ Resistance +13% all other ------- Mana/turn +0.34 Max mana +67.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Velaba' (0 def, 0 armour) elven-silk robe 'Velaba' (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Rare] Nature While equipped: offense ------ Damage +25% lightning +15% physical Ignore Armor +2 When Hit 6 acid On-Hit (Melee): * 21 arcane resource burn defense ------ Resistance +37% lightning +5% physical +9% light +15% temporal +15% all Spell save +6 (+2 eff.) other ------- Max stamina +30.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
fearwoven elven-silk robe of corrosion (+25%) (0 def, 0 armour) fearwoven elven-silk robe of corrosion (+25%) (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego+] Nature/Psionic While equipped: offense ------ Mind Crit +4% Mindpower +9 (+2 eff.) Damage +17% acid +23% physical +13% darkness Ignore resists +16% darkness +16% physical defense ------ Resistance +25% acid +15% all other ------- Max hate +9.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's elven-silk robe of Angolwen (0 def, 0 armour) stargazer's elven-silk robe of Angolwen (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego++] Arcane While equipped: Stats +6 Mag +4 Wil +4 Cun offense ------ Spell Crit +9% Spellpower +19 (+4 eff.) Spellpower/crit +7 Damage +6% light +20% darkness defense ------ Resistance +15% all Silence Resist +37% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
duelist's hardened leather armour of thunder (14 def, 11 armour) duelist's hardened leather armour of thunder (14 def, 11 armour)9.0 Encumbrance T3 light armor [Ego++] Arcane/Master While equipped: Stats +6 Str +6 Dex +6 Mag +6 Wil +6 Cun offense ------ Physical Crit +7.0% Spell Crit +6% Mind Crit +7% Physical Power +18 (+4 eff.) Spellpower +12 (+3 eff.) Mindpower +15 (+4 eff.) defense ------ Armor +11 Defense +14 (+3 eff.) Fatigue +8% Resistance +15% lightning A suit of armour made of leather. |
multi-hued reinforced leather armour of temporal resistance (12 def, 7 armour) multi-hued reinforced leather armour of temporal resistance (12 def, 7 armour)9.0 Encumbrance T4 light armor [Ego+] Arcane/Nature While equipped: offense ------ Mindpower +11 (+3 eff.) defense ------ Armor +7 Defense +12 (+3 eff.) Fatigue +8% Resistance +13% acid +13% physical +22% temporal +16% fire +17% lightning +14% cold A suit of armour made of leather. |
Molten Skin (15 def, 12 armour) Molten Skin (15 def, 12 armour)9.0 Encumbrance T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Physical Crit +8.0% Spell Crit +10% Critical power +20.00% Spellpower +15 (+3 eff.) On-Hit 15 light 30 fire On-Ranged-Hit 15 light 30 fire Damage +20% fire +5% light +10% all Ignore resists +10% light +15% fire When Hit 30 fire defense ------ Armor +12 Defense +15 (+4 eff.) Resistance +20% fire +12% light -5% cold other ------- Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Effective talent level: 4.0 Power cost 11 out of 16/16. Range melee/personal Cooldown: 5 Travel.spd instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 165.12 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. |
Urelahor the drakeskin leather armour (40 def, 12 armour) Urelahor the drakeskin leather armour (40 def, 12 armour)9.0 Encumbrance T5 light armor [Random Unique] Nature/Master While equipped: Stats +3 Str offense ------ Damage +12% physical defense ------ Armor +12 Defense +40 (+10 eff.) Fatigue +8% Resistance +26% acid +9% physical Physical save +19 (+5 eff.) Life +64.00 Life Regen +5.00 Healmod +18% A suit of armour made of leather. |
cleansing drakeskin leather armour of stability (20 def, 8 armour) cleansing drakeskin leather armour of stability (20 def, 8 armour)9.0 Encumbrance T5 light armor [Ego] Disrupt/Master While equipped: defense ------ Armor +8 Defense +20 (+5 eff.) Fatigue +8% Resistance +14% blight +7% physical +12% nature Physical save +22 (+6 eff.) A suit of armour made of leather. |
rejuvenating drakeskin leather armour of command (35 def, 17 armour) rejuvenating drakeskin leather armour of command (35 def, 17 armour)9.0 Encumbrance T5 light armor [Ego+] Nature/Psionic While equipped: Stats +4 Cun defense ------ Armor +17 Defense +35 (+9 eff.) Fatigue +8% Mind save +25 (+7 eff.) Life Regen +5.80 other ------- Stamina/turn +1.60 A suit of armour made of leather. |
rejuvenating drakeskin leather armour of lightning resistance (20 def, 8 armour) rejuvenating drakeskin leather armour of lightning resistance (20 def, 8 armour)9.0 Encumbrance T5 light armor [Ego] Nature/Master While equipped: defense ------ Armor +8 Defense +20 (+5 eff.) Fatigue +8% Resistance +24% lightning Life Regen +5.00 other ------- Stamina/turn +1.00 A suit of armour made of leather. |
enlightening iron mail armour of the deep (2 def, 6 armour) enlightening iron mail armour of the deep (2 def, 6 armour)14.0 Encumbrance T1 heavy armor [Ego++] Nature/Psionic While equipped: Stats +4 Cun +4 Wil defense ------ Armor +6 Defense +2 (+0 eff.) Fatigue +12% Resistance +7% acid +7% cold Mind save +13 (+4 eff.) other ------- Breathe water A suit of armour made of mail. |
iron mail armour of delving (2 def, 4 armour) iron mail armour of delving (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Ego+] Master While equipped: Stats +5 Str defense ------ Armor +4 Defense +2 (+0 eff.) Fatigue +12% Resistance +12% darkness +6% physical other ------- Light +2 Track: Puts all charms on 26 turn cooldown Effective talent level: 2.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
prismatic iron mail armour of fire resistance (2 def, 4 armour) prismatic iron mail armour of fire resistance (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Ego] Arcane/Master While equipped: defense ------ Armor +4 Defense +2 (+0 eff.) Fatigue +12% Resistance +16% fire +12% light +12% darkness A suit of armour made of mail. |
dwarven-steel mail armour of command (8 def, 14 armour) dwarven-steel mail armour of command (8 def, 14 armour)14.0 Encumbrance T3 heavy armor [Ego+] Psionic While equipped: Stats +4 Cun defense ------ Armor +14 Defense +8 (+2 eff.) Fatigue +12% Mind save +11 (+3 eff.) A suit of armour made of mail. |
hardened stralite mail armour of thunder (4 def, 16 armour) hardened stralite mail armour of thunder (4 def, 16 armour)14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training Str 38 [Ego++] Arcane/Master While equipped: Stats +4 Str +9 Mag +8 Wil offense ------ Physical Crit +8.0% Spell Crit +8% Mind Crit +8% Physical Power +14 (+4 eff.) Spellpower +22 (+5 eff.) Mindpower +22 (+6 eff.) defense ------ Armor +16 Defense +4 (+1 eff.) Fatigue +12% Resistance +24% lightning +9% physical +8% fire +9% cold +9% acid A suit of armour made of mail. |
searing stralite mail armour (4 def, 8 armour) searing stralite mail armour (4 def, 8 armour)14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training Str 38 [Ego+] Arcane While equipped: offense ------ On-Hit 18 acid 16 fire When Hit 12 acid 12 fire defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +12% Resistance +21% acid +19% fire A suit of armour made of mail. |
Unlightream (5 def, 10 armour) Unlightream (5 def, 10 armour)14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training Str 48 [Rare] Master While equipped: offense ------ Ignore resists +15% darkness +10% nature defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +12% Resistance +29% acid +18% fire +5% arcane +8% physical Mind save +9 (+3 eff.) Life +80.00 A suit of armour made of mail. |
enlightening voratun mail armour of Eyal (5 def, 10 armour) enlightening voratun mail armour of Eyal (5 def, 10 armour)14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training Str 48 [Ego++] Nature/Psionic While equipped: Stats +7 Cun +8 Wil defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +12% Mind save +19 (+5 eff.) Life +60.00 Life Regen +11.00 Healmod +13% A suit of armour made of mail. |
enlightening voratun mail armour of spell shielding (5 def, 10 armour) enlightening voratun mail armour of spell shielding (5 def, 10 armour)14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training Str 48 [Ego+] Arcane/Psionic While equipped: Stats +7 Cun +8 Wil defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +12% Resistance +8% arcane Spell save +22 (+7 eff.) Mind save +20 (+6 eff.) A suit of armour made of mail. |
fearforged voratun mail armour of thunder (5 def, 10 armour) fearforged voratun mail armour of thunder (5 def, 10 armour)14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training Str 48 [Ego++] Arcane While equipped: Stats +7 Str +7 Mag +7 Wil +8 Con offense ------ Physical Crit +8.0% Spell Crit +7% Mind Crit +9% Physical Power +22 (+5 eff.) Spellpower +17 (+4 eff.) Mindpower +19 (+5 eff.) defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +21% Resistance +16% lightning +13% fire -16% light +11% darkness Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) A suit of armour made of mail. |
hardened voratun mail armour of Eyal (5 def, 18 armour) hardened voratun mail armour of Eyal (5 def, 18 armour)14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training Str 48 [Ego++] Nature/Master While equipped: defense ------ Armor +18 Defense +5 (+1 eff.) Fatigue +12% Resistance +13% acid +10% physical +9% cold +9% lightning +10% fire Life +67.00 Life Regen +10.00 Healmod +16% A suit of armour made of mail. |
prismatic voratun mail armour of acid resistance (5 def, 10 armour) prismatic voratun mail armour of acid resistance (5 def, 10 armour)14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training Str 48 [Ego] Arcane/Master While equipped: defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +12% Resistance +25% acid +16% light +17% darkness A suit of armour made of mail. |
blurring rough leather belt of unlife blurring rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: defense ------ Defense +9 (+2 eff.) Resistance +6% blight Stealth +5 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Emblem of Evasion Emblem of Evasion1.0 Encumbrance T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck defense ------ Ranged Defense +20 (+5 eff.) Deflect Projectile +15% Slow Projectiles +30% Evasion: (Instant) Effective talent level: 4.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 34 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
insulating drakeskin leather belt of burglary insulating drakeskin leather belt of burglary1.0 Encumbrance T5 belt armor [Ego+] Master While equipped: Stats +6 Dex +5 Cun +9 Lck defense ------ Resistance +14% fire +12% cold Stealth +11 other ------- Disarm Traps +26 Infravision +5 A belt that goes around your waist. |
linen cloak 'Polamina' (1 def, 0 armour) linen cloak 'Polamina' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex offense ------ Physical Crit +3.0% Physical Power +15 (+4 eff.) Ignore resists +5% acid Accuracy +20 (+5 eff.) defense ------ Defense +1 (+0 eff.) other ------- Stamina/turn +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wind's Whisper (4 def, 0 armour) Wind's Whisper (4 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex defense ------ Defense +4 (+1 eff.) Deflect Projectile +25% Slow Projectiles +20% Silence Resist +30% Evasion: (Instant) Effective talent level: 2.0 Power cost 43 out of 50/50. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 29% chance to evade melee and ranged attacks and 20 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
Elenudil (13 def, 12 armour) Elenudil (13 def, 12 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: offense ------ Critical power +20.00% Ignore resists +5% physical Accuracy +10 (+3 eff.) Ignore Armor +14 defense ------ Armor +12 Defense +13 (+3 eff.) Resistance +15% acid +39% cold +20% lightning +15% fire Stealth +13 Unlife -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Radiance (15 def, 0 armour) Radiance (15 def, 0 armour)2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats +10 Cun +10 Mag offense ------ Spellpower +20 (+5 eff.) Damage +25% light When Hit 30 blinding light defense ------ Defense +15 (+4 eff.) Resistance +30% light +30% darkness Max Resistance +10% light Category Bonus +0.20 Celestial This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
elven-silk cloak of mindcraft (3 def, 0 armour) elven-silk cloak of mindcraft (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Ego+] Psionic While equipped: Stats +6 Cun +6 Wil offense ------ Mind Crit +7% defense ------ Defense +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
invigorating pair of rough leather boots of rushing (0 def, 1 armour) invigorating pair of rough leather boots of rushing (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego++] Nature/Master While equipped: Stats +3 Str +2 Con offense ------ Move Speed +10% defense ------ Armor +1 Fatigue -5% Life +34.00 other ------- Stamina/turn +0.30 Rush: Puts all charms on 22 turn cooldown Effective talent level: 3.0 Power cost 22 out of 25/25. Range 8 Cooldown: 25 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. A pair of boots made of leather. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+0 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 63% (based on Cunning). Uses 43 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
blood-soaked pair of drakeskin leather boots of disengagement (0 def, 5 armour) blood-soaked pair of drakeskin leather boots of disengagement (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Ego++] Master While equipped: Stats +3 Cun +3 Dex offense ------ Physical Crit +5.0% Physical Power +4 (+1 eff.) Ignore Armor +9 defense ------ Armor +5 Disengage: Puts all charms on 13 turn cooldown Effective talent level: 2.0 Power cost 13 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
undeterred pair of drakeskin leather boots of void walking (0 def, 5 armour) undeterred pair of drakeskin leather boots of void walking (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Ego++] Arcane While equipped: offense ------ Ignore resists +18% darkness +16% temporal defense ------ Armor +5 Resistance +29% darkness +28% temporal Silence Resist +48% Confus Resist +41% Stun Resist +46% Out-of-Phase Defense +30 Out-of-Phase Resistance +12% Out-of-Phase Resilience +21% A pair of boots made of leather. |
restorative pair of voratun boots of strife (0 def, 5 armour) restorative pair of voratun boots of strife (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego++] Nature/Psionic While equipped: Stats +4 Con +4 Wil offense ------ Mindpower +6 (+2 eff.) Ignore resists +8% physical defense ------ Armor +5 Fatigue +4% Life Regen +9.00 Healmod +12% Blindside: Puts all charms on 22 turn cooldown Effective talent level: 2.0 Power cost 22 out of 25/25. Range 6 Cooldown: 11 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 12 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. |
wanderer's pair of voratun boots of invasion (0 def, 5 armour) wanderer's pair of voratun boots of invasion (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego++] Master While equipped: Stats +4 Cun +3 Con offense ------ Physical Crit +5.0% Physical Power +5 (+2 eff.) Ignore resists +11% physical defense ------ Armor +5 Fatigue +4% Physical save +22 (+6 eff.) Mind save +20 (+6 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Silira (15 def, 3 armour) Silira (15 def, 3 armour)1.0 Encumbrance T4 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Str +9 Mag +4 Wil +6 Cun offense ------ Physical Crit +2.0% Physical Power +15 (+4 eff.) Mindpower +25 (+6 eff.) On-Hit 10 acid 10 fire 10 cold 8 lightning Damage +11% arcane Accuracy +34 (+9 eff.) defense ------ Armor +3 Defense +15 (+4 eff.) Resistance +15% darkness Physical save +6 (+2 eff.) Unlife -80.00 life other ------- Infravision +4 Unarmed combat: Weapon Damage 36.5 - 40.2 Physical Uses 60% Wil, 60% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +12 Ignore Armor +5 Critical Rate +18.0% Attack Speed 125% On-hit +18 ice +29 darkness +28 lightning +25 fire +19 arcane +29 acid On-crit, radius 2 +13 arcane On Crit: 10% Dominate level 5 Track: Puts all charms on 13 turn cooldown Effective talent level: 2.0 Power cost 13 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's drakeskin leather gloves of war-making (0 def, 3 armour) brawler's drakeskin leather gloves of war-making (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego++] Master While equipped: Stats +2 Str +4 Dex +4 Cun offense ------ Physical Crit +9.0% Spell Crit +18% Mind Crit +20% Critical power +13.00% defense ------ Armor +3 Physical save +10 (+3 eff.) other ------- Cooldown Double Strike -1 Unarmed combat: Weapon Damage 33.0 - 36.3 Physical Uses 60% Wil, 60% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +10 Ignore Armor +5 Critical Rate +22.0% Attack Speed 125% On Hit: 10% Set Up level 5 On Crit: 20% Cripple level 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
naturalist's drakeskin leather gloves of the verdant (0 def, 3 armour) naturalist's drakeskin leather gloves of the verdant (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego+] Nature/Disrupt While equipped: offense ------ On-Hit 10 nature Damage +9% nature defense ------ Armor +3 Resistance +14% blight +17% darkness +16% arcane +9% nature Affinity +12% nature Spell save +19 (+6 eff.) other ------- Masteries +0.20 Wild-gift/Antimagic Unarmed combat: Weapon Damage 24.0 - 26.4 Physical Uses 60% Wil, 60% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 125% On-crit, radius 2 +5 nature On Hit: 10% Venomous Breath level 5 On Crit: 20% Call of the Ooze level 2 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
spellstreaming drakeskin leather gloves of dexterity (+4) (0 def, 3 armour) spellstreaming drakeskin leather gloves of dexterity (+4) (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego+] Arcane/Master While equipped: Stats +4 Dex offense ------ Spell Crit +8% Spellpower +7 (+1 eff.) Accuracy +24 (+6 eff.) defense ------ Armor +3 other ------- Mana/turn +0.35 Unarmed combat: Weapon Damage 25.5 - 28.1 Physical Uses 60% Wil, 60% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +13 Ignore Armor +5 Critical Rate +16.0% Attack Speed 125% On-hit +9 arcane On Hit: 10% Elemental Bolt level 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Ruthless Grip (0 def, 5 armour) Ruthless Grip (0 def, 5 armour)1.5 Encumbrance T4 hands armor [Unique] Psionic While equipped: offense ------ On-Hit 15 darkness 15 cold Damage +20% darkness +20% cold defense ------ Armor +5 Unlife -100.00 life Healmod -10% other ------- Max hate +20.00 Unarmed combat: Weapon Damage 26.0 - 36.4 Physical Uses 100% Wil, 60% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 100% On Hit: 10% Dominate level 3 On Hit: 5% Slash level 3 Instill Fear: Effective talent level: 3.0 Power cost 17 out of 30/30. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 27.75 mind and 27.00 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 27% 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 27. Terrified: Deals 6.66 mind and 6.48 darkness damage per turn and increases cooldowns by 41%. Haunted: Causes the target to suffer 10.82 mind and 10.53 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. |
alchemist's voratun gauntlets (0 def, 3 armour) alchemist's voratun gauntlets (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego+] Arcane While equipped: Stats +2 Mag +4 Wil offense ------ On-Hit 9 acid 5 fire 7 cold 4 lightning defense ------ Armor +3 Fatigue +5% Unarmed combat: Weapon Damage 29.5 - 41.3 Physical Uses 60% Wil, 60% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 100% On-hit +14 ice +19 fire +24 acid +18 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
brawler's voratun gauntlets of strength (+9) (0 def, 3 armour) brawler's voratun gauntlets of strength (+9) (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego+] Master While equipped: Stats +9 Str +5 Dex +5 Cun offense ------ Physical Power +16 (+4 eff.) defense ------ Armor +3 Fatigue +5% Physical save +9 (+3 eff.) other ------- Cooldown Double Strike -1 Unarmed combat: Weapon Damage 33.5 - 46.9 Physical Uses 60% Wil, 60% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +11 Ignore Armor +15 Critical Rate +22.0% Attack Speed 100% On Hit: 10% Set Up level 5 Metal gloves protecting the hands up to the middle of the lower arm. |
steady voratun gauntlets of the starseeker (0 def, 3 armour) steady voratun gauntlets of the starseeker (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego+] Arcane/Psionic While equipped: Stats +4 Cun +5 Mag offense ------ Accuracy +8 (+2 eff.) defense ------ Armor +3 Fatigue +5% Resistance +8% light +7% darkness Physical save +7 (+2 eff.) Mind save +8 (+2 eff.) Disarm Resist +22% other ------- Infravision +2 Unarmed combat: Weapon Damage 31.5 - 44.1 Physical Uses 60% Wil, 60% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +10 Ignore Armor +15 Critical Rate +10.0% Attack Speed 100% On-crit, radius 2 +19 light +30 darkness On Hit: 10% Perfect Control level 5 Starfall: Puts all charms on 17 turn cooldown Effective talent level: 1.0 Power cost 17 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 84.43 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
storm voratun gauntlets of war-making (0 def, 3 armour) storm voratun gauntlets of war-making (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego+] Nature/Master While equipped: offense ------ Physical Crit +12.0% Spell Crit +8% Mind Crit +6% Critical power +10.00% On-Hit 7 lightning Damage +4% lightning defense ------ Armor +3 Fatigue +5% Resistance +7% lightning Unarmed combat: Weapon Damage 37.0 - 51.8 Physical Uses 60% Wil, 60% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +21.0% Attack Speed 100% On-crit, radius 2 +7 lightning On Hit: 10% Lightning Breath level 5 On Crit: 20% Cripple level 5 Metal gloves protecting the hands up to the middle of the lower arm. |
Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag offense ------ Physical Crit +10.0% Spell Crit +10% Critical power +50.00% Damage +10% physical defense ------ Armor +6 Unarmed combat: Weapon Damage 36.0 - 50.4 Physical Uses 60% Wil, 60% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 100% On-hit +20 arcane On Hit: 10% Displacement Shield level 3 On Hit: 15% Wave of Power level 1 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. |
aegis elven-silk wizard hat of blight (+16%) (3 def, 0 armour) aegis elven-silk wizard hat of blight (+16%) (3 def, 0 armour)2.0 Encumbrance T5 head armor [Ego+] Arcane While equipped: offense ------ Damage +16% blight defense ------ Defense +3 (+1 eff.) Resistance +16% blight Shield Power +8% Life Regen +4.70 A pointy cloth hat, very wizardly... |
The Face of Fear (8 def, 0 armour) The Face of Fear (8 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil offense ------ Mindpower +16 (+4 eff.) defense ------ Defense +8 (+2 eff.) Fear Resist +60% other ------- Masteries +0.20 Cursed/Fears Instill Fear: Effective talent level: 2.0 Power cost 16 out of 45/45. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 23.31 mind and 22.68 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 23% 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 22. Terrified: Deals 5.55 mind and 5.40 darkness damage per turn and increases cooldowns by 34%. Haunted: Causes the target to suffer 9.02 mind and 8.78 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. |
thaloren drakeskin leather cap of strength (+8) (0 def, 5 armour) thaloren drakeskin leather cap of strength (+8) (0 def, 5 armour)2.0 Encumbrance T5 head armor [Ego+] Master While equipped: Stats +8 Str +5 Wil defense ------ Armor +5 Fatigue +5% Resistance +13% blight Mind save +14 (+4 eff.) A cap made of leather. |
defender's voratun helm (7 def, 12 armour) defender's voratun helm (7 def, 12 armour)3.0 Encumbrance T5 head armor [Ego+] Master While equipped: defense ------ Armor +12 Defense +7 (+2 eff.) Fatigue +5% Resistance +5% all Physical save +11 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
leafwalker's voratun helm (0 def, 5 armour) leafwalker's voratun helm (0 def, 5 armour)3.0 Encumbrance T5 head armor [Ego+] Nature While equipped: defense ------ Armor +5 Fatigue +5% Resistance +12% nature Spell save +4 (+1 eff.) Life +81.00 Healmod +14% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm of blood magic (0 def, 5 armour) voratun helm of blood magic (0 def, 5 armour)3.0 Encumbrance T5 head armor [Ego+] Arcane While equipped: Stats +6 Mag +6 Wil offense ------ Spell Crit +3% Damage +14% blight +15% arcane defense ------ Armor +5 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm of trickery (0 def, 5 armour) voratun helm of trickery (0 def, 5 armour)3.0 Encumbrance T5 head armor [Ego+] Master While equipped: Stats +4 Cun +4 Dex offense ------ Ignore Armor +6 defense ------ Armor +5 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
13 agate 13 agate0.0 Encumbrance 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. |
4 spinel 4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon 9 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 aquamarine 7 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.0 Encumbrance 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. |
5 amethyst 5 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 onyx 4 onyx0.0 Encumbrance 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. |
3 lapis lazuli 3 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald 4 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 garnet 6 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 quartz 10 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 sapphire 5 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 jade 4 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise 5 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ruby 3 ruby0.0 Encumbrance 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 amber 2 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
bloodstone bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 fire opal 5 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 diamond 3 diamond0.0 Encumbrance 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. |
6 moonstone 6 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 pearl 4 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Glowing Core Glowing Core1.0 Encumbrance T4 white gem [Unique] Arcane While equipped: Resistance +50% light +50% fire Affinity +20% light +20% fire Blind Resist +100% See Invisibility +20 While carried: Light +2 Item imbue powers: Resistance +50% light +50% fire Affinity +20% light +20% fire Blind Resist +100% Light +4 See Invisibility +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
Crystal Focus Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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. |
Burning Star Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Windborne Azurite Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
1471 alchemist agate 1471 alchemist agate0.0 Encumbrance 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. |
44 alchemist bloodstone 44 alchemist bloodstone0.0 Encumbrance 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. |
Coalsting the dwarven lantern Coalsting the dwarven lantern1.0 Encumbrance T5 lite [Rare] Master While equipped: Stats +16 Cun +3 Wil offense ------ Damage +27% light +18% mind Ignore resists +15% darkness other ------- Hate-on-crit +3.00 Light +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Bokirand' dwarven lantern 'Bokirand'1.0 Encumbrance T5 lite [Random Unique] Nature/Master While equipped: Stats +4 Str +5 Dex +7 Wil +6 Con offense ------ Physical Crit +6.0% Critical power +18.00% Physical Power +10 (+3 eff.) defense ------ Resistance +15% blight +6% cold +5% arcane +6% lightning Life Regen +12.00 other ------- Light +10 Infravision +3 See Invisibility +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
scorching dwarven lantern of the moons scorching dwarven lantern of the moons1.0 Encumbrance T5 lite [Ego+] Arcane While equipped: offense ------ Damage +13% darkness When Hit 27 fire defense ------ Resistance +11% light +6% fire Affinity +5% darkness other ------- Light +5 Infravision +3 Moonlight Ray: Puts all charms on 7 turn cooldown Effective talent level: 4.0 Power cost 7 out of 8/8. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 205.10 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of Ungolë2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 68 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Sleetwire (dig speed 38 turns) Sleetwire (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +18% cold +6% nature +3% fire defense ------ Resistance +11% nature +6% cold While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +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. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)1.0 Encumbrance 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. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
Persistent Will Persistent Will2.0 Encumbrance T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil offense ------ Mindpower +10 (+3 eff.) Damage +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 22 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
Honeywood Chalice Honeywood Chalice2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +5 Str offense ------ Damage +5% physical defense ------ Resistance +10% nature Physical save +10 (+3 eff.) Life Regen +0.15 Healmod +10% other ------- 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. |
powerful dragonbone wand of shielding [power 506] (17 cooldown) powerful dragonbone wand of shielding [power 506] (17 cooldown)2.0 Encumbrance T5 wand charm [Ego+] Arcane Create a shield absorbing up to 506 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to increase all damage by 27% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "Of Knowledge And Horrors" Forbidden Tome: "Of Knowledge And Horrors"2.0 Encumbrance T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"2.0 Encumbrance 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? |
Achievements
By Monk the Cornac White Monk level 43
80th Haze 122nd year of Ascendancy at 20:12 see stats
By Monk the Cornac White Monk level 43
79th Haze 122nd year of Ascendancy at 04:02 see stats
By Monk the Cornac White Monk level 48
2nd Wintertide 123rd year of Ascendancy at 16:12 see stats
By Monk the Cornac White Monk level 49
5th Allure 123rd year of Ascendancy at 21:14 see stats
By Monk the Cornac White Monk level 50
30th Regrowth 123rd year of Ascendancy at 06:57 see stats
By Monk the Cornac White Monk level 46
9th Decay 122nd year of Ascendancy at 08:40 see stats
By Monk the Cornac White Monk level 45
5th Decay 122nd year of Ascendancy at 16:32 see stats
By Monk the Cornac White Monk level 32
35th Haze 122nd year of Ascendancy at 22:03 see stats
By Monk the Cornac White Monk level 23
42nd Dusk 122nd year of Ascendancy at 19:15 see stats
By Monk the Cornac White Monk level 35
63rd Haze 122nd year of Ascendancy at 05:49 see stats
By Monk the Cornac White Monk level 26
46th Dusk 122nd year of Ascendancy at 10:02 see stats
By Monk the Cornac White Monk level 50
5th Allure 123rd year of Ascendancy at 21:35 see stats
By Monk the Cornac White Monk level 32
78th Dusk 122nd year of Ascendancy at 15:02 see stats
By Monk the Cornac White Monk level 10
5th Mirth 122nd year of Ascendancy at 09:46 see stats
By Monk the Cornac White Monk level 20
28th Dusk 122nd year of Ascendancy at 12:56 see stats
By Monk the Cornac White Monk level 30
58th Dusk 122nd year of Ascendancy at 06:13 see stats
By Monk the Cornac White Monk level 40
76th Haze 122nd year of Ascendancy at 07:01 see stats
By Monk the Cornac White Monk level 50
5th Allure 123rd year of Ascendancy at 21:23 see stats
By Monk the Cornac White Monk level 32
15th Haze 122nd year of Ascendancy at 23:19 see stats
By Monk the Cornac White Monk level 47
1st Wintertide 123rd year of Ascendancy at 20:54 see stats
By Monk the Cornac White Monk level 34
61st Haze 122nd year of Ascendancy at 02:55 see stats
By Monk the Cornac White Monk level 45
5th Decay 122nd year of Ascendancy at 18:51 see stats
By Monk the Cornac White Monk level 10
5th Mirth 122nd year of Ascendancy at 10:21 see stats
By Monk the Cornac White Monk level 33
53rd Haze 122nd year of Ascendancy at 10:51 see stats
By Monk the Cornac White Monk level 34
60th Haze 122nd year of Ascendancy at 20:47 see stats
By Monk the Cornac White Monk level 24
44th Dusk 122nd year of Ascendancy at 05:30 see stats
By Monk the Cornac White Monk level 50
18th Regrowth 123rd year of Ascendancy at 16:24 see stats
By Monk the Cornac White Monk level 22
34th Dusk 122nd year of Ascendancy at 11:48 see stats
By Monk the Cornac White Monk level 16
18th Dusk 122nd year of Ascendancy at 23:54 see stats
By Monk the Cornac White Monk level 41
78th Haze 122nd year of Ascendancy at 13:10 see stats
Log
Monk adopts a defensive posture!
Elutira the Guardian revels in the spilt blood and grows stronger!
Monk resists the terror!
Elutira the Guardian performs a melee critical strike against Monk!
Elutira the Guardian's blood frenzy intensifies!
Elutira the Guardian's grappling hook latches onto Monk!
Elutira the Guardian is dragged towards Monk!
Monk resists the pin!
Elutira the Guardian hits Monk for (27 flat reduction), (33 deflected), 65 physical, 0 arcane (65 total damage).
Melee retaliation hits Elutira the Guardian for 36 physical, 9 temporal, 2 lightning, 3 nature, 36 physical, 9 temporal, 2 lightning, 3 nature (99 total damage).
Measured Blows misses Elutira the Guardian.
Elutira the Guardian evades Measured Blows.
Measured Blows misses Elutira the Guardian.
Elutira the Guardian evades Measured Blows.
Elutira the Guardian evades Measured Blows.
Elutira the Guardian uses Perfect Strike.
Elutira the Guardian aims carefully.
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the west (Elutira the Guardian)).
Elutira the Guardian strikes at a vital spot on Monk!
Elutira the Guardian performs a melee critical strike against Monk!
Monk is recovering from the damage!
Monk feels vitality spring from within!
Elutira the Guardian's blood frenzy intensifies!
Monk resists the terror!
Elutira the Guardian performs a melee critical strike against Monk!
Elutira the Guardian's blood frenzy intensifies!
Elutira the Guardian hits Monk for (27 flat reduction), (621 deflected), 1216 physical, 0 arcane, (27 flat reduction), (657 deflected), 1286 physical (2502 total damage).
Melee retaliation hits Elutira the Guardian for 36 physical, 9 temporal, 2 lightning, 3 nature, 36 physical, 9 temporal, 2 lightning, 3 nature (99 total damage).
Monk the level 50 cornac white monk was smashed to death by Elutira the Guardian on level 1 of Hidden Vault - Gorbat Pride (3).