














Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Items Vault 1.7.0Donators/Buyers bonus! 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. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
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:
Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. 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.
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Campaign | Infinite |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 50 / 33% |
Size | huge |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 178 (base 60) |
Dexterity | 115 (base 60) |
Constitution | 95 (base 60) |
Magic | 111 (base 60) |
Willpower | 82 (base 60) |
Cunning | 119 (base 60) |
Resources
Mana | 5892/5892 |
Psi | 6200/6200 |
Life | 6016/6016 |
Paradox | 300 |
Stamina | 6455/6455 |
Hate | 63/100 |
Healing Factor | 1.6562106582885 |
Regeneration | 166.74091674301 |
Speed
Mental | +33.245820495335% |
Attack | +15.000000000004% |
Movement | +234.20876066891% |
Spell | +33.245820495335% |
Global | +130.07221286943% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 10 |
See Stealth | 120.3355202406 |
See Invisible | 157.56548573675 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 263 |
Accuracy | 67 |
Crit Chance | 63% |
APR | 52 |
Speed | 0.75 |
Offense: Spell
Spellpower | 117 |
Crit Chance | 74% |
Speed | 0.75049258301877 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 106 |
Crit Chance | 36% |
Speed | 0.86956521739127 |
Offense: Damage Bonus
Lightning | +190% |
Fire | +191% |
Temporal | +10% |
Cold | +25% |
Arcane | +70% |
Mind | +18% |
All | 0% |
Offense: Damage Penetration
Lightning | +110% |
Physical | +30% |
Fire | +50% |
Arcane | +135% |
Cold | +70% |
All | +25% |
Defense: Base
Armour (hardiness) | 85.128346576632 (69.687909656376%) |
Defense | 117 |
Ranged Defense | 125 |
Fatigue | 0 |
Physical Save | 64 |
Spell Save | 59 |
Mental Save | 52 |
Defense: Resistances
Physical | + 28%( 70%) |
Lightning | + 56%( 70%) |
Fire | + 42%( 70%) |
Temporal | + 10%( 70%) |
Darkness | + 21%( 70%) |
Arcane | + 60%( 70%) |
Cold | + 24%( 70%) |
All | + 12%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Confusion Resistance | 44% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 35% |
Inscriptions (3/5)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Chronomancy / Temporal Hounds | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Golemancy | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Energy alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Psionic / Thought-Forms | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / One with shadows | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Arcane | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Advanced-golemancy | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cunning / Shadow magic | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Absorption | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Stealth | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Tireless Combatant | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Shadows | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Psionic / Charged mastery | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Air | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Enhancement | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Magical combat | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Aether | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Battle tactics | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Tactical | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Meta | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Storm | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Chronomancy / Chronomancy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented mobility | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Thuggery | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Blacksmith | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Necrosis | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Mentalism | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Feedback | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cunning / Scoundrel | 1.10 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Temporal Hounds |
talent | Arcane Combat |
talent | Lightning Infusion |
talent | Essence of Speed |
talent | Keen Senses |
talent | Arcane Shield |
talent | Charged Shield |
talent | Thunderstorm |
talent | Skate |
talent | Tempest |
talent | Feather Wind |
talent | Disruption Shield |
talent | Pure Aether |
talent | Shielding |
talent | Beyond the Flesh |
talent | Arcane Feed |
talent | Hurricane |
talent | Shadow Feed |
talent | Living Lightning |
talent | Shadow Decoy |
talent | Spellcraft |
talent | Aether Permeation |
talent | Kinetic Shield |
talent | Daunting Presence |
talent | Premonition |
talent | Heartstart |
talent | Phantasmal Shield |
talent | Defensive Posture |
talent | Shock Hands |
talent | Call Shadows |
talent | Arcane Power |
beneficial effect | Countering melee attacks: Has a 59% chance to get an automatic counter attack when avoiding a melee attack. (2.4 counters remaining) Counter Attacking |
beneficial effect | The target is moving is 105% faster. 3 Celerity |
beneficial effect | Infinite Dungeon Challenge (Level 50): Exterminator Challenge |
detrimental effect | Zone-wide effect: +10% temporal damage, -10% temporal resistance, -10% spell save, -20% pinning immunity. Impossible geometries |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 10): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 13): Mirror Match | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 15): Mirror Match | failed |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 16): MultiplicityTurns left: 0 You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 17): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 19): Mirror Match | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 20): ExterminatorYou completed the challenge and received: Random Artifact: Ichorslicer (3 def, 3 armour) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 22): Near SightedYou completed the challenge and received: Random Artifact: Tiderupture | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 24): ExterminatorYou completed the challenge and received: Random Artifact: Betabrebeth | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 25): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 27): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 29): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Kill 4 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 31): Headhunter0 / 4 demon spawn killed. | failed |
Proceed directly to the next Infinite Dungeon level in less than 137 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 34): Rush Hour (137)Turns left: 127 You completed the challenge and received: +3 Stat Points | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 35): Mirror Match | failed |
Proceed directly to the next Infinite Dungeon level in less than 290 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 36): Rush Hour (290)Turns left: 209 You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 38): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 4): Near SightedYou completed the challenge and received: Random Artifact: Flashpower (14-19 power, 8 apr) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 40): Mirror Match | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 41): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 43): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 44): ExterminatorYou completed the challenge and received: Random Artifact: Gleamstrider | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 45): ExterminatorYou completed the challenge and received: Random Artifact: Lelerorin of stinging [power 500] (9 cooldown) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 48): ExterminatorYou completed the challenge and received: Random Artifact: Hathahor (62-100 power, 4 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 49): ExterminatorYou completed the challenge and received: Random Artifact: Beranarimadan (17-19 power, 40 apr, mind damage) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 50): ExterminatorFoes left: 43 | active |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
Psionic focus | ![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Quiver | ![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Light source | ![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +1 (+0 eff.) Resists +16% lightning Phys.save +6 (+1 eff.) A pointy cloth hat, very wizardly... |
On feet | ![]() 2.0 T3 feet armor [Random Unique] Master While equipped: Stats +4 Str +5 Dex +3 Cun +3 Con +8 Lck dps ---------- Res.pen +5% physical ----- def ----- Armour +3 Fatigue -6% Phys.save +29 (+7 eff.) Mind.save +18 (+6 eff.) Stealth +8 ---------- misc Max.enc +34 Stam/turn +1.00 A pair of boots made of leather. |
Tool | ![]() 2.0 T5 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +18% mind +9% fire Res.pen +20% arcane Melee Ret 6 arcane ----- def ----- Resists +5% arcane +12% fire Blast the opponent's mind dealing 425 mind damage and silencing them for 4 turns Puts all charms on 9 cooldown 100% to gain a 36% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +3% ----- def ----- Spell.save +7 (+2 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Wil dps ---------- Dmg.mod +3% lightning +9% arcane Res.pen +15% arcane ----- def ----- Resists +3% cold Amulets make your neck look great! |
In main hand | ![]() 5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +28 (+4 eff.) Dmg.mod +30% lightning ----- def ----- Resists +10% darkness +8% temporal Def/telep +12 Res/telep +17% Dur/telep +9% ---------- misc Mana/turn +0.38 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 18 cooldown Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Unarmed combat: Power 17.0 - 18.7 Physical Uses 64% Wil, 50% Mag, 64% Cun Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 3.5 Pwr.cost 4 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 291.06 physical damage and knocking targets back 6 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Around waist | ![]() 1.0 T5 belt armor [Rare] Nature While equipped: Stats +3 Str +9 Mag +5 Wil +3 Con dps ---------- Mind.pwr +7 (+1 eff.) Dmg.mod +12% lightning +18% arcane ----- def ----- Resists +9% lightning Mind.save +9 (+3 eff.) A belt that goes around your waist. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Str dps ---------- Res.pen +10% lightning Apr +5 ----- def ----- Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T5 light armor [Rare] Master While equipped: dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% Dmg.mod +21% lightning +6% arcane Res.pen +20% cold ----- def ----- Armour +8 Defense +20 (+3 eff.) Fatigue +8% Resists +15% lightning A suit of armour made of leather. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 270 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 233 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 520 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 383 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 1290 damage for 6 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (75% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 660% for 10 turns (3377 total) and instantly restoring 33 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 855 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+2 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 5.5 Pwr.cost 22 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (217). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 3.5 Pwr.cost 36 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 20 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 7 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. |
![]() 0.1 T5 amulet jewelry [Ego++] Nature/Master While equipped: Stats +12 Lck dps ---------- Crit.mult +15.00% Acc +13 (+3 eff.) Apr +15 ----- def ----- Defense +11 (+1 eff.) Unseen.red 15% Amulets make your neck look great! |
![]() 0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +2 Wil dps ---------- S.pwr/crit +2 Dmg.mod +10% nature +6% mind Acc +8 (+2 eff.) Apr +7 ----- def ----- Defense +11 (+1 eff.) Fatigue -7% Resists +20% nature Spell.save +9 (+2 eff.) ---------- misc Max.enc +29 Vim/s.crit +2.00 Max.vim +20.00 Disengage: Puts all charms on 6 cooldown Level 3.5 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+3 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +1 Cun dps ---------- Spell.crit +3% Crit.mult +10.00% ----- def ----- Fatigue -5% Resists +9% lightning ---------- misc Max.enc +20 Mana/turn +0.04 Max.mana +60.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +1 Str +2 Wil +1 Con ----- def ----- Mind.save +8 (+3 eff.) Max.HP +28.00 HP.reg +3.00 Disarm- +25% Confus- +28% Pinning- +20% Stun/Frz- +28% Knockbk- +24% ---------- misc Light +3 Infravis +2 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +9% darkness Acc +6 (+1 eff.) Melee Ret 4 nature On Hit (Melee): * 20% chance to reduce damage dealt by 41% ----- def ----- Resists +3% fire Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% cold Res.pen +25% blight +15% cold Melee Ret 10 blight 10 darkness ----- def ----- Resists +15% acid +12% blight +15% fire +18% cold +17% lightning Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Arcane/Psionic While equipped: Stats +1 Str +5 Mag +4 Wil +4 Cun dps ---------- Phys.pwr +20 (+2 eff.) Spell.pwr +7 (+1 eff.) Res.pen +15% physical Acc +5 (+1 eff.) Apr +1 ----- def ----- Defense +5 (+0 eff.) Resists +3% cold Phys.save +6 (+1 eff.) Mind.save +8 (+3 eff.) Die.at -20.00 life Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Fatigue -4% Resists +20% light ---------- misc Max.enc +21 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego++] Master While equipped: Stats +1 Con dps ---------- Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +8 (+1 eff.) Spell.save +11 (+3 eff.) ---------- misc Max.stam +11.00 Disengage: Puts all charms on 6 cooldown Level 3.5 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Master/Psionic While equipped: Stats +8 Cun +8 Wil dps ---------- Mind.pwr +14 (+2 eff.) Acc +12 (+3 eff.) Apr +12 ----- def ----- Defense +12 (+2 eff.) Disengage: Puts all charms on 6 cooldown Level 3.5 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +5 (+0 eff.) Dmg.mod +3% fire Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +9 (+1 eff.) Resists +15% fire Blind- +24% ---------- misc Light +1 Infravis +4 See.Stealth +5 See.Invis +5 Disengage: Puts all charms on 6 cooldown Level 3.5 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego++] Nature While equipped: ----- def ----- Resists +7% nature +8% blight Max.HP +59.00 HP.reg +5.00 Heal.mod +13% Poison- +16% Disease- +11% Rings make your fingers look great! |
![]() 3.0 T5 battleaxe 2H weapon [Unique] Arcane Power 70.0 - 105.0 Physical Uses 112% Wil, 50% Mag Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +8.0% Atk.spd 100% Melee+ +50 fire Dmg.conv 20% fire While equipped: dps ---------- Dmg.mod +20% fire Res.pen +25% fire ----- def ----- Resists +20% fire The wearer is treated as a demon. Infernal Breath: Level 4.5 Pwr.cost 21 out of 35/35. Range melee/personal Travel.spd instantaneous Is a spell Description: Exhale a wave of dark fire with radius 7. Any non demon caught in the area will take 881.89 fire damage, and flames will be left dealing a further 207.42 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. |
![]() 3.0 T4 battleaxe 2H weapon [Ego++] Arcane/Psionic Power 48.0 - 72.0 Physical Uses 112% Wil, 50% Mag Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +13 blight On Hit: 20% Epidemic 4 On Hit: * 13% chance to reduce strength, dexterity, and constitution by 44 * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: ----- def ----- Disease- +20% Massive two-handed battleaxes. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 40% Wil, 30% Cun, 100% Mag Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+1 eff.) Spell.save +10 (+2 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() 1.0 T5 dagger 1H weapon [Unique] Arcane Power 42.0 - 54.6 Physical Uses 61% Wil, 105% Mag Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+2 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 3.5 Pwr.cost 24 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 31.78 acid and 31.78 blight damage. If not cleared after five turns it will inflict 180.42 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 69% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 10.0 - 13.0 Darkness Uses 52% Wil, 50% Mag, 12% Cun Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() 1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 40% Wil, 50% Mag, 60% Cun Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 61% Wil, 50% Mag, 39% Cun Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 70% Wil, 50% Mag, 30% Cun Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 70% Wil, 65% Mag, 30% Cun Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 4.5 Pwr.cost 12 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 270.13 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 1.0 T4 dagger 1H weapon [Ego+] Arcane/Master Power 26.5 - 34.5 Physical Uses 70% Wil, 50% Mag, 30% Cun Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 167 damage On Crit: * Wound the target dealing 487 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +9 (+1 eff.) Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Random Unique] Nature/Master Power 31.0 - 40.3 Physical Uses 70% Wil, 30% Cun, 50% Mag Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit.r1 +16 temporal On Crit.r2 +31 fire While equipped: Stats +5 Str dps ---------- All.spd +7% Dmg.mod +15% temporal +9% physical Res.pen +5% arcane +10% fire Acc +18 (+4 eff.) On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +7 (+1 eff.) Resists +3% temporal Disarm- +39% Sharp, short and deadly. |
![]() 5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 118% Wil, 50% Mag Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 3.5 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 139% damage. If the attack hits, the target's armour and saves are reduced by 18 for 7 turns. Also if the target is protected by a temporary damage shield there is 64% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
![]() 5.0 T2 greatmaul 2H weapon [Random Unique] Nature/Disrupt/Psionic Power 25.5 - 38.2 Physical Uses 112% Wil, 50% Mag Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +10 nature Against +10% Unnatural On Hit: * 50% chance to put 1 talent on cooldown for 7 turns (checks Confusion immunity) While equipped: Stats +4 Wil dps ---------- Dmg.mod +3% mind ---------- misc Equi/ret +0.12 Max.psi +20.00 Light +2 Massive two-handed mauls. |
![]() 5.0 T3 greatmaul 2H weapon [Random Unique] Arcane/Master Power 55.5 - 83.2 Physical Uses 112% Wil, 50% Mag Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +4 fire On Hit.r1 +16 fire On Hit: * Create an explosion dealing 167 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +16% acid Res.pen +19% acid +15% mind ----- def ----- Resists +12% mind Massive two-handed mauls. |
![]() 5.0 T2 greatmaul 2H weapon [Ego] Arcane Power 28.5 - 42.8 Physical Uses 112% Wil, 50% Mag Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +9 light Against +17% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 167 damage Massive two-handed mauls. |
![]() 5.0 T4 greatmaul 2H weapon [Ego++] Arcane/Master Power 55.5 - 83.2 Physical Uses 112% Wil, 50% Mag Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +10 blight On Hit: 20% Epidemic 4 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 44 While equipped: dps ---------- Res.pen +7% all Acc +26 (+6 eff.) Apr +7 ----- def ----- Disease- +25% Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon [Rare] Master Power 38.5 - 61.6 Physical Uses 112% Wil, 50% Mag Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +16 mind On Hit.r1 +12 light On Hit: * 10% chance to reduce all saves and defense by 51 While equipped: dps ---------- Dmg.mod +3% mind Acc +7 (+2 eff.) ----- def ----- Defense +10 (+1 eff.) Resists +3% blight +3% fire Disarm- +42% ---------- misc Light +1 Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Random Unique] Master/Psionic Power 47.5 - 76.0 Physical Uses 112% Wil, 50% Mag Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit: * 20% chance to reduce strength, dexterity, and constitution by 44 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +1 Cun +1 Wil dps ---------- Mind.crit +2% Res.pen +13% physical +10% mind +17% all Acc +37 (+9 eff.) Apr +26 ---------- misc Equi/ret +0.04 Max.psi +20.00 Massive two-handed swords. |
![]() 12.0 T3 greatsword 2H weapon [Unique] Psionic Power 49.0 - 78.4 Physical Uses 117% Wil, 50% Mag Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
![]() 0.1 T2 greatsword 2H weapon [Unique] Arcane/Master Power 26.0 - 41.6 Physical Uses 112% Wil, 60% Mag Acc+ +0.4% crit mult (max 40%) Apr +25 Crit +3.0% Atk.spd 111% Melee+ +15 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
![]() 3.0 T4 greatsword 2H weapon [Unique] Master Power 60.0 - 96.0 Physical Uses 112% Wil, 50% Mag Acc+ +0.4% crit mult (max 40%) Apr +19 Crit +10.0% Atk.spd 100% Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con ----- def ----- D.Red.from +20% Living ---------- misc Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed weapons +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
![]() 3.0 T3 greatsword 2H weapon [Ego++] Arcane Power 33.0 - 52.8 Physical Uses 112% Wil, 50% Mag Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: 20% Curse of Defenselessness 3 On Hit: * Create an explosion dealing 167 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +16% fire Res.pen +13% fire Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Random Unique] Nature/Disrupt/Psionic Power 26.5 - 42.4 Physical Uses 112% Wil, 50% Mag Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +9 nature On Hit: * 16 arcane resource burn * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Dmg.mod +15% mind ----- def ----- Resists +6% mind Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Ego+] Arcane/Master Power 38.5 - 61.6 Physical Uses 112% Wil, 50% Mag Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +16 blight On Hit: * 7% chance to reduce strength, dexterity, and constitution by 44 While equipped: dps ---------- Res.pen +10% physical Acc +13 (+3 eff.) Apr +10 Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego++] Master Power 65.0 - 104.0 Physical Uses 112% Wil, 50% Mag Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +13.0% Crit.mult +14.00% Res.pen +13% physical Acc +24 (+6 eff.) Apr +17 Massive two-handed swords. |
![]() 4.0 T1 longbow 2H weapon Reqs Shoot [Unique] Master Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+3 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
![]() 4.0 T1 longbow 2H weapon Reqs Shoot [Unique] Master Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+3 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
![]() 4.0 T5 longbow 2H weapon Reqs Shoot [Random Unique] Arcane/Master Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Hit.r1 +12 lightning On Crit.r2 +8 nature On Hit: 10% Arcane Vortex 5 While equipped: Stats +8 Dex +8 Mag dps ---------- Spell.pwr +17 (+3 eff.) Dmg.mod +17% arcane +9% nature Res.pen +5% nature +17% all Acc +27 (+7 eff.) Apr +23 ----- def ----- Resists +12% lightning Longbows are used to shoot arrows at your foes. |
![]() 3.0 T5 longsword 1H weapon [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Power 50.0 - 70.0 Light Uses 88% Wil, 75% Mag Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 100% Against +25% Undead +25% Demon While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+2 eff.) Dmg.mod +20% light Res.pen +25% light ---------- misc Light +2 Cooldown Healing Light -3 Barrier -5 Providence -10 Bathe in Light -5 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Invoke dawn, inflicting 297.00 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 21 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
![]() 3.0 T4 longsword 1H weapon [Unique] Nature/Master Power 38.0 - 53.2 Fire Uses 100% Wil, 50% Mag Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +18.0% Atk.spd 100% On Hit: 15% Fire Breath 4 While equipped: Stats +7 Str +7 Wil dps ---------- Dmg.mod +20% fire Res.pen +15% fire ----- def ----- Resists +10% nature +15% fire This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
![]() 3.0 T4 longsword 1H weapon [Unique] Arcane Power 47.0 - 65.8 Physical Uses 100% Wil, 50% Mag Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +12.0% Atk.spd 100% On Crit: * release a burst of light and dark damage (scales with Magic) While equipped: Stats +4 Str +4 Cun +4 Mag dps ---------- Spell.crit +4% Spell.pwr +12 (+2 eff.) Dmg.mod +18% darkness +18% light ---------- misc Light +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
![]() 3.0 T2 mace 1H weapon [Rare] Nature Power 15.5 - 21.7 Physical Uses 100% Wil, 50% Mag Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +5 nature While equipped: dps ---------- Dmg.mod +9% acid +6% nature Res.pen +10% nature On Hit (Melee): * 20% chance to slow global speed by 82% ----- def ----- Resists +6% nature +9% fire Blunt and deadly. |
![]() 3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 10.0 - 11.0 Lightning Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +12 (+2 eff.) Dmg.mod +15% lightning Res.pen +9% lightning ----- def ----- Resists +15% lightning Mind.save +9 (+3 eff.) ---------- misc Max.psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
![]() 3.0 T3 mindstar 1H weapon [Unique] Nature Power 10.0 - 11.0 Nature Uses 70% Wil, 50% Mag, 50% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +6% Mind.pwr +12 (+2 eff.) Dmg.mod +8% fire +8% physical +8% cold ----- def ----- Heal/summ +30 ---------- misc Max.summ +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
![]() 3.0 T4 mindstar 1H weapon [Random Unique] Nature Power 20.0 - 22.0 Mind Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Melee+ 13 cold 4 physical Dmg.mod +9% acid +26% physical +22% cold +3% mind +12% fire Res.pen +6% acid +12% cold +14% physical +6% fire ----- def ----- Armour +12 Resists +12% physical +8% cold Heal/summ +37 ---------- misc Equi/ret +0.04 Max.hate +4.00 Max.summ +2 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. |
![]() 3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 14.0 - 15.4 Fire Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +5.0% Atk.spd 100% Dmg.conv 50% cold While equipped: dps ---------- Mind.crit +8% Mind.pwr +16 (+2 eff.) Dmg.mod +20% fire +20% cold Res.pen +12% fire +12% cold ----- def ----- Resists +20% fire +20% cold Spell.save +12 (+3 eff.) ---------- misc Psi/turn +1.00 Talents +1 Psionic Maelstrom Masteries +0.20 Psionic/Thermal mastery Thermal energies are focussed in the core of this mindstar. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 64.0 - 76.8 Physical Uses 190% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +10 Atk.spd 100% Melee+ +10% confusion While equipped: dps ---------- Spell.crit +18% Spell.pwr +12 (+2 eff.) Dmg.mod +20% physical Acc +7 (+2 eff.) ---------- misc Masteries +0.20 Spell/Staff combat Channel Staff: Level 3.5 Pwr.cost 6 out of 20/20. Range 8 Travel.spd 2000% of base Is a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 99% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
![]() 5.0 T2 staff 2H weapon [Unique] Arcane Power 16.0 - 19.2 Arcane Uses 180% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% Dmg.conv 50% blight While equipped: dps ---------- Spell.crit +4% Spell.pwr +14 (+2 eff.) Dmg.mod +18% arcane +18% blight ----- def ----- Resists +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 27 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
![]() 5.0 T2 staff 2H weapon [Unique] Arcane Power 16.0 - 19.2 Arcane Uses 180% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% Dmg.conv 50% blight While equipped: dps ---------- Spell.crit +4% Spell.pwr +14 (+2 eff.) Dmg.mod +18% arcane +18% blight ----- def ----- Resists +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 27 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
![]() 5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 160% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+1 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 4.5 Pwr.cost 4 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 340.69 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (681). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
![]() 5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 15.0 - 18.0 Nature Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+2 eff.) ----- def ----- Resists +30% blight +30% nature Affinity +20% nature Spell.save +15 (+4 eff.) ---------- misc Talents +1 Command Staff Cure up to 6 diseases or poisons (based on Magic). Uses 6 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Fire Uses 150% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+2 eff.) Dmg.mod +20% lightning +20% fire +20% arcane +20% cold ---------- misc Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 This unique-looking staff is carved with runes of destruction. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Fire Uses 150% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+2 eff.) Dmg.mod +20% lightning +20% fire +20% arcane +20% cold ---------- misc Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 This unique-looking staff is carved with runes of destruction. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Fire Uses 150% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+2 eff.) Dmg.mod +20% lightning +20% fire +20% arcane +20% cold ---------- misc Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 This unique-looking staff is carved with runes of destruction. |
![]() 2.5 T5 staff 1H weapon [Unique] Arcane A part of set. Power 35.0 - 42.0 Physical Uses 150% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Spell.crit +15% Spell.pwr +30 (+5 eff.) Dmg.mod +35% arcane ----- def ----- Mind.save +8 (+3 eff.) ---------- misc Talents +1 Command Staff The top part of Telos' broken staff. |
![]() 5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +6 (+1 eff.) Dmg.mod +15% lightning ----- def ----- Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +7 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +14% Spell.pwr +17 (+3 eff.) Dmg.mod +25% lightning ----- def ----- Phys.save +5 (+1 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) ---------- misc Vim/s.crit +2.00 Max.vim +19.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Spell.pwr +42 (+6 eff.) Dmg.mod +30% temporal +30% light +9% blight +30% physical +30% darkness ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.30 Vim/s.crit +2.00 Max.mana +68.00 Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +22 (+3 eff.) Dmg.mod +30% blight +30% fire +30% darkness +30% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +19 (+3 eff.) Dmg.mod +25% lightning +25% cold +25% arcane +25% fire ----- def ----- Resists +12% lightning +12% cold +12% arcane +12% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +14 (+2 eff.) Dmg.mod +20% lightning +20% cold +20% arcane +20% fire ----- def ----- Phys.save +7 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +10 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 1H weapon [Ego++] Arcane/Master Power 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +8% Phys.pwr +8 (+1 eff.) Spell.pwr +19 (+3 eff.) Dmg.mod +25% lightning Acc +6 (+1 eff.) ----- def ----- Armour +10 Defense +8 (+1 eff.) ---------- misc Wards +3 lightning Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +6 (+1 eff.) Dmg.mod +15% lightning ---------- misc Mana/turn +0.12 Max.mana +38.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Ego] Arcane Power 20.0 - 24.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +9 (+1 eff.) S.pwr/crit +2 Dmg.mod +20% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T4 trident 2H weapon [Unique] Nature Power 80.0 - 112.0 Physical Uses 124% Wil, 50% Mag Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +20 Crit +15.0% Atk.spd 100% Melee+ +20 nature +15 cold On Hit: 40% Water Bolt 3 While equipped: dps ---------- Dmg.mod +20% cold Acc +10 (+2 eff.) ----- def ----- Resists +25% cold Spell.save +18 (+4 eff.) ---------- misc See.Invis +2 On Spell Hit: 20% Water Bolt 3 Freeze: Level 4.5 Pwr.cost 36 out of 150/150. Range 10 Travel.spd instantaneous Is a spell Description: Condenses ambient water on a target, freezing it for 6 turns and damaging it for 509.66. If this is used on a friendly target the cooldown is reduced by 33%. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T4 trident 2H weapon [Ego++] Nature/Master Power 41.5 - 66.4 Physical Uses 112% Wil, 50% Mag Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Crit.r2 +30 fire While equipped: dps ---------- All.spd +6% Res.pen +16% fire +13% all Acc +16 (+4 eff.) Apr +13 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 trident 2H weapon [Ego++] Arcane Power 53.5 - 85.6 Physical Uses 112% Wil, 50% Mag Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% On Hit: 20% Curse of Vulnerability 5 On Hit: * Create an explosion dealing 167 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +21% cold Res.pen +16% cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T4 trident 2H weapon [Ego+] Nature/Master Power 56.5 - 90.4 Physical Uses 112% Wil, 50% Mag Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Crit.r2 +24 lightning +33 cold While equipped: dps ---------- Mov.spd +55% Res.pen +19% lightning +27% cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 trident 2H weapon [Ego++] Arcane/Master Power 55.0 - 88.0 Physical Uses 112% Wil, 50% Mag Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% On Hit: 20% Curse of Impotence 5 While equipped: dps ---------- Res.pen +21% physical Acc +24 (+6 eff.) Apr +20 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 trident 2H weapon [Ego++] Master Power 53.5 - 85.6 Physical Uses 112% Wil, 50% Mag Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% On Crit: * Wound the target dealing 487 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +7 Con dps ---------- Phys.crit +14.0% Phys.pwr +33 (+3 eff.) Res.pen +7% physical ----- def ----- Disarm- +31% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T2 waraxe 1H weapon [Random Unique] Master/Psionic Power 19.0 - 26.6 Physical Uses 100% Wil, 50% Mag Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +20 mind On Hit: * 50% chance to put 1 talent on cooldown for 7 turns (checks Confusion immunity) * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: ---------- misc Max.psi +30.00 One-handed war axes. |
![]() 1.0 T3 belt armor [Rare] Nature/Master While equipped: Stats +4 Str +4 Dex +2 Mag +2 Cun +4 Con dps ---------- Phys.crit +9.0% Crit.mult +18.00% Phys.pwr +15 (+1 eff.) Dmg.mod +3% arcane ----- def ----- Resists +5% arcane Phys.save +8 (+2 eff.) ---------- misc Light +2 See.Invis +3 Size +1 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning +6% mind +27% acid Melee Ret 8 acid ----- def ----- Resists +9% acid +12% lightning Max.HP +42.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% ----- def ----- Resists +6% cold HP.reg +0.70 Heal.mod +11% A belt that goes around your waist. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 T5 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Str +5 Wil +5 Con dps ---------- Phys.pwr +15 (+1 eff.) Res.pen +10% nature On Hit (Melee): * 20% chance to slow global speed by 82% ----- def ----- Resists +9% lightning +12% fire +3% nature +14% cold Phys.save +9 (+2 eff.) Mind.save +14 (+5 eff.) Max.HP +101.00 ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Surround yourself with a magical shield (strength 743, based on Magic) for 11 turns. Uses 12 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
![]() 1.0 T3 belt armor [Ego++] Master While equipped: Stats +4 Dex +5 Wil +9 Cun +6 Lck dps ---------- Against +21% Summoned ----- def ----- D.Red.from +24% Summoned Stealth +7 ---------- misc T.Disarm +5 Infravis +5 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Master/Psionic While equipped: Stats +1 Wil ----- def ----- Armour +7 Defense +6 (+1 eff.) Phys.save +14 (+3 eff.) Mind.save +5 (+2 eff.) Max.HP +66.00 A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Random Unique] Arcane/Nature While equipped: Stats +5 Mag +4 Wil dps ---------- Crit.mult +10.00% Dmg.mod +9% light ----- def ----- Defense +3 (+0 eff.) Resists +16% blight +17% nature +9% light Spell.save +26 (+6 eff.) Mind.save +13 (+5 eff.) HP.reg +11.00 Heal.mod +18% ---------- misc Mana/turn +0.16 Max.mana +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Defense +6 (+1 eff.) Phys.save +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+2 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+2 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
![]() 2.0 T5 cloth armor [Rare] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) Dmg.mod +18% arcane +9% cold Phasing +30% ----- def ----- Resists +15% all Spell.save +35 (+9 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+2 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() 2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+2 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
![]() 2.0 T5 cloth armor [Rare] Nature While equipped: Stats +5 Cun +4 Str dps ---------- Dmg.mod +14% lightning Res.pen +15% cold Melee Ret 10 cold ----- def ----- Resists +21% lightning +15% all ---------- misc Light +3 See.Invis +21 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning Res.pen +5% darkness ----- def ----- Resists +16% lightning +3% light +3% cold +3% darkness +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+1 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+2 eff.) Mind.save +10 (+4 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 20 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() 2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% nature Apr +1 Melee Ret 6 cold ----- def ----- Armour +1 ---------- misc Stam/turn +0.30 Max.stam +10.00 A pair of boots made of leather. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +6 Str +3 Mag +2 Con dps ---------- Phys.pwr +10 (+1 eff.) Dmg.mod +7% arcane On Hit (Melee): * 20% chance to reduce damage dealt by 41% ----- def ----- Armour +3 Fatigue +5% Phys.save +24 (+6 eff.) Spell.save +8 (+2 eff.) Mind.save +5 (+2 eff.) Disarm- +30% ---------- misc Light +3 Infravis +2 See.Invis +12 Unarmed combat: Power 33.5 - 46.9 Physical Uses 64% Wil, 64% Cun, 50% Mag Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% Melee+ +11 arcane +15 physical On Crit.r2 +11 arcane On Hit: 10% Juggernaut 1 Juggernaut: (Instant) Puts all charms on 18 cooldown Level 3.5 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 29% and provides a 16% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T4 hands armor [Random Unique] Psionic While equipped: dps ---------- Acc +18 (+4 eff.) ----- def ----- Armour +3 Resists +5% arcane +6% cold Phys.save +21 (+5 eff.) Mind.save +17 (+6 eff.) HP.reg +8.00 Disarm- +101% Stun/Frz- +20% ---------- misc Stam/turn +2.00 Max.stam +28.00 Unarmed combat: Power 27.0 - 29.7 Physical Uses 64% Wil, 50% Mag, 64% Cun Acc+ +0.2% crit chance (max 25%) Acc +18 Apr +5 Crit +5.0% Atk.spd 100% On Hit: 10% Nightmare 5 On Hit: 20% Perfect Control 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 6 mind Dmg.mod +3% mind +9% light ----- def ----- Armour +1 Resists +5% mind Mind.save +3 (+1 eff.) Unarmed combat: Power 7.5 - 8.2 Physical Uses 64% Wil, 50% Mag, 64% Cun Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +6 mind On Hit: 20% Psychic Lobotomy 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% ---------- misc Max.hate +20.00 Unarmed combat: Power 26.0 - 36.4 Physical Uses 104% Wil, 64% Cun, 50% Mag Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Hit: 10% Dominate 3 On Hit: 5% Slash 3 Instill Fear: Level 4.5 Pwr.cost 12 out of 30/30. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 52.51 mind and 44.50 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 46% 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 47. Terrified: Deals 12.98 mind and 11.00 darkness damage per turn and increases cooldowns by 70%. Haunted: Causes the target to suffer 20.40 mind and 17.29 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. |
![]() 2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+2 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 4.5 Pwr.cost 5 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 293.49 mind damage and cripples the target's higher mental functions, reducing cunning by 29 and confusing (41% power) the target for 5 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
![]() 2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+2 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 4.5 Pwr.cost 5 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 293.49 mind damage and cripples the target's higher mental functions, reducing cunning by 29 and confusing (41% power) the target for 5 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
![]() 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 2.5 Pwr.cost 9 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 327.39 to 982.16 lightning damage (654.77 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +14 Str +4 Dex +4 Cun dps ---------- Res.pen +25% arcane Phasing +30% Apr +8 ----- def ----- Armour +5 Fatigue +5% ---------- misc Max.mana +40.00 Light +3 Skullcr.mult +2 Skullcracker: Puts all charms on 12 cooldown Level 4.5 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 342.1 Physical damage. If the attack hits, the target is confused (46% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: ----- def ----- Defense +2 (+0 eff.) Resists +20% arcane ---------- misc Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery Skullcr.mult +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 3.0 T4 head armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +10 Wil +10 Con ----- def ----- Armour +15 Fatigue +5% Resists +20% darkness +20% blight ---------- misc Masteries +0.20 Corruption/Demonic pact +0.20 Corruption/Demon seeds ShadowPwr +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
![]() 2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+2 eff.) ----- def ----- Defense +8 (+1 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 3.5 Pwr.cost 11 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 46.61 mind and 39.50 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 41% 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 41. Terrified: Deals 11.80 mind and 10.00 darkness damage per turn and increases cooldowns by 62%. Haunted: Causes the target to suffer 18.17 mind and 15.40 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. |
![]() 2.0 T5 head armor [Ego++] Arcane/Psionic While equipped: Stats +2 Cun +1 Wil dps ---------- Mind.crit +6% ----- def ----- Defense +3 (+0 eff.) Shield.pwr +10% Mind.save +17 (+6 eff.) HP.reg +3.90 Hateful Whisper: Puts all charms on 9 cooldown Level 4.5 Pwr.cost 9 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 450 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.6 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 32% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Rare] Arcane While equipped: Stats +3 Str +4 Wil +2 Cun dps ---------- Crit.mult +5.00% Res.pen +20% mind ----- def ----- Defense +18 (+3 eff.) ---------- misc Max.stam +30.00 Infravis +7 See.Stealth +8 See.Invis +10 Circle of Warding: (Instant) Puts all charms on 24 cooldown Level 4.5 Pwr.cost 24 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 4 at your feet; the circle slows incoming projectiles by 126% and attempts to push all creatures other than yourself out of its radius, inflicting 25.20 light damage and 25.20 darkness damage per turn as it does so. The circle lasts 7 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Defense +1 (+0 eff.) Resists +15% lightning A pointy cloth hat, very wizardly... |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Dmg.mod +30% nature +9% fire Melee Ret 8 fire ----- def ----- Armour +8 Defense +3 (+0 eff.) Fatigue +12% Resists +18% fire +15% nature +23% temporal A suit of armour made of mail. |
![]() 9.0 T5 light armor [Random Unique] Nature/Master While equipped: Stats +8 Cun +7 Dex dps ---------- Dmg.mod +6% darkness +9% mind Melee Ret 6 mind On Hit (Melee): * 10% chance to reduce damage dealt by 41% ----- def ----- Armour +25 Defense +24 (+3 eff.) Fatigue +8% Resists +27% acid +25% cold +9% mind ---------- misc Breathe water A suit of armour made of leather. |
![]() 9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+2 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 3.5 Pwr.cost 15 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 381.41 to 1144.24 lightning damage (762.83 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() 9.0 T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Phys.crit +8.0% Spell.crit +10% Crit.mult +20.00% Spell.pwr +15 (+2 eff.) Melee+ 15 light 30 fire Ranged+ 15 light 30 fire Dmg.mod +20% fire +5% light +10% all Res.pen +10% light +15% fire Melee Ret 30 fire ----- def ----- Armour +12 Defense +15 (+2 eff.) Resists +20% fire +12% light -5% cold ---------- misc Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Level 5.5 Pwr.cost 8 out of 16/16. Range melee/personal Travel.spd instantaneous Is a spell Description: A wave of fire emanates from you with a radius of 6, knocking back anything caught inside and setting them ablaze, doing 767.59 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
![]() 9.0 T5 light armor [Rare] Nature While equipped: Stats +13 Mag dps ---------- Spell.pwr +30 (+5 eff.) Melee Ret 10 nature ----- def ----- Armour +14 Defense +20 (+3 eff.) Fatigue +8% Resists +10% acid +15% cold +15% nature ---------- misc Max.vim +40.00 Breathe water A suit of armour made of leather. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego++] Master While equipped: ----- def ----- Armour +27 Fatigue +15% Resists +8% acid +9% physical +8% cold +9% lightning +12% fire Phys.save +13 (+3 eff.) A suit of armour made of metal plates. |
![]() 6.0 T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag dps ---------- Dmg.mod +15% cold +15% arcane +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+2 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 57.0 - 68.4 Stunning fire Uses 100% Wil, 50% Mag Acc+ +2.0% proc dam (max 200%) Crit +7.0% Block +235 Dmg.conv 50% darkness On Hit: * releases a burst of dark fire, dealing damage equal to your magic stat While equipped: dps ---------- Spell.pwr +8 (+1 eff.) Melee Ret 24 darkness 24 fire ----- def ----- Armour +18 Defense +8 (+1 eff.) Rng.Def +12 (+1 eff.) Fatigue +25% Resists +20% darkness +35% fire ---------- misc Talents +1 Block This rugged stone shield flickers with bursts of pitch black flame. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Unique] Nature/Master When used to Attack: Power 58.0 - 69.6 Fire Uses 100% Wil, 50% Mag Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +220 While equipped: dps ---------- On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+2 eff.) Rng.Def +15 (+2 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 40.0 - 48.0 Physical Uses 100% Wil, 50% Mag Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +180 While equipped: dps ---------- On shield block: * 30% chance of petrifying the attacker. ----- def ----- Armour +25 Defense +5 (+0 eff.) Rng.Def +10 (+1 eff.) Fatigue +12% Resists +10% acid +10% physical +10% lightning +10% fire ---------- misc Talents +1 Block On block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 48.0 - 57.6 Ice Uses 100% Wil, 50% Mag Acc+ +2.0% proc dam (max 200%) Crit +8.0% Block +150 On Hit: 15% Ice Shards 3 While equipped: ----- def ----- Armour +20 Defense +5 (+0 eff.) Rng.Def +12 (+1 eff.) Fatigue +10% Resists +25% cold +25% fire ---------- misc Talents +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 69.5 - 83.4 Physical Uses 100% Wil, 50% Mag Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +202 Melee+ +12 acid On Hit: * 20% chance to reduce armor by 54% * 10% chance to slow global speed by 82% * Deal physical damage equal to your armor (85) On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +10 (+1 eff.) ----- def ----- Armour +15 Fatigue +8% Resists +37% cold ---------- misc See.Invis +6 Talents +1 Block Handheld deflection devices. |
![]() 3.0 T5 arrow ammo [Rare] Master Power 63.5 - 88.9 Physical Uses 70% Wil, 42% Cun, 50% Mag Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +26.0% Capacity 21 Ranged+ +20 nature On Hit.r1 +20 nature On Crit.r2 +12 nature +12 cold On Crit: * Wound the target dealing 487 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T2 arrow ammo [Unique] Nature Power 18.0 - 25.2 Physical Uses 70% Wil, 50% Mag, 42% Cun Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
![]() 3.0 T4 arrow ammo [Unique] Arcane Power 34.0 - 47.6 Bright light Uses 70% Wil, 70% Mag, 36% Cun Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +2.0% Capacity 25 Proj.spd +300% On Hit: * 25% chance to blind Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
![]() 3.0 T4 arrow ammo [Unique] Arcane Power 34.0 - 47.6 Bright light Uses 70% Wil, 70% Mag, 36% Cun Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +2.0% Capacity 25 Proj.spd +300% On Hit: * 25% chance to blind Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
![]() 3.0 T5 arrow ammo [Rare] Nature Power 56.5 - 79.1 Physical Uses 70% Wil, 42% Cun, 50% Mag Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 22 Proj.spd +200% Ranged+ +12 nature On Hit.r1 +20 fire On Crit.r2 +20 fire +20 cold On Hit: * 20% chance to slow global speed by 82% * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 347 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Ego++] Master/Psionic Power 53.5 - 74.9 Physical Uses 70% Wil, 50% Mag, 42% Cun Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +17.0% Capacity 22 Ranged+ +30 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 365 physical damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T5 digger tool [Random Unique] Nature/Master While equipped: Stats +3 Str dps ---------- Spell.crit +3% Melee Ret 8 arcane ----- def ----- Resists +22% darkness +10% fire Affinity +15% darkness Spell.save +3 (+1 eff.) Max.HP +38.00 ---------- misc Vim/s.crit +2.00 Max.mana +60.00 Max.stam +27.00 Infravis +7 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature Res.pen +5% light +10% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Rare] Arcane While equipped: Stats +2 Str dps ---------- Dmg.mod +12% darkness ----- def ----- Resists +6% light +9% blight Spell.save +18 (+4 eff.) Heal.mod +10% Disease- +20% ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(136 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T3 lite [Ego+] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +8 (+2 eff.) ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 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. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T4 shot ammo [Unique] Psionic Power 38.0 - 45.6 Physical Uses 50% Wil, 50% Mag, 92% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 Ranged+ +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. |
![]() 3.0 T3 shot ammo [Ego+] Master/Psionic Power 34.0 - 40.8 Physical Uses 40% Wil, 50% Mag, 92% Cun Acc+ +0.2% base dam (max 20%) Acc +10 Apr +3 Crit +5.0% Capacity 16 Ranged+ +16 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 365 physical damage Shots are used with slings to pummel your foes to death. |
![]() 3.0 T2 shot ammo [Ego++] Nature/Psionic Power 22.5 - 27.0 Physical Uses 40% Wil, 50% Mag, 92% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 13 Ranged+ +17 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 365 physical damage * 20% chance to create vines that bind the target to the ground dealing 365 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
![]() 2.0 T5 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +25% darkness Melee Ret 4 darkness ----- def ----- Resists +27% lightning +24% cold Blast the opponent's mind dealing 531 mind damage and silencing them for 4 turns Puts all charms on 9 cooldown 100% to heal for 70. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+0 eff.) Mind.pwr +3 (+0 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+3 eff.) Psionic Pull: Level 4.5 Pwr.cost 11 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 146 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
![]() 2.0 T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 254 mind damage and silencing them for 4 turns Puts all charms on 9 cooldown 100% to reduce fatigue by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 totem charm [Rare] Nature While equipped: dps ---------- S.pwr/crit +10 ----- def ----- Spell.save +18 (+4 eff.) ---------- misc Hate/m.crit +4.00 Max.mana +60.00 Max.hate +8.00 Max.vim +30.00 Heal yourself and all friendly characters within 10 spaces for 380 Puts all charms on 9 cooldown 100% to increase all damage by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Random Unique] Nature While equipped: Stats +1 Dex dps ---------- Dmg.mod +9% physical ----- def ----- Die.at -60.00 life ---------- misc Stam/turn +2.00 Max.stam +30.00 Summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 636 Base Damage: 345 Armor: 17 All Resist: 2 Puts all charms on 15 cooldown 100% to increase all damage penetration by 26% for 2 turns. 100% to increase all damage by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+0 eff.) ----- def ----- Armour +2 Die.at -60.00 life Sting an enemy dealing 236 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 9 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to increase all damage penetration by 12% for 2 turns. 100% to reduce fatigue by 32% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+4 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 153 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 21 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
![]() 2.0 T5 wand charm [Random Unique] Arcane While equipped: ----- def ----- Resists +12% acid +6% temporal +5% arcane HP.reg +4.00 Knockbk- +10% Create a shield absorbing up to 1056 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 12 cooldown 100% to increase all damage penetration by 30% for 2 turns. 100% to heal for 59. 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 18 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+1 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+1 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+4 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Zaphner the Cornac Adventurer level 28
7th Dusk 122nd year of Ascendancy at 13:07 see stats
By Zaphner the Cornac Adventurer level 32
12nd Dusk 122nd year of Ascendancy at 10:27 see stats
By Zaphner the Cornac Adventurer level 43
22nd Dusk 122nd year of Ascendancy at 07:04 see stats
By Zaphner the Cornac Adventurer level 7
2nd Mirth 122nd year of Ascendancy at 00:22 see stats
By Zaphner the Cornac Adventurer level 47
26th Dusk 122nd year of Ascendancy at 02:04 see stats
By Zaphner the Cornac Adventurer level 23
1st Dusk 122nd year of Ascendancy at 08:03 see stats
By Zaphner the Cornac Adventurer level 42
20th Dusk 122nd year of Ascendancy at 21:20 see stats
By Zaphner the Cornac Adventurer level 14
2nd Flare 122nd year of Ascendancy at 18:39 see stats
By Zaphner the Cornac Adventurer level 26
5th Dusk 122nd year of Ascendancy at 18:45 see stats
By Zaphner the Cornac Adventurer level 35
15th Dusk 122nd year of Ascendancy at 01:34 see stats
By Zaphner the Cornac Adventurer level 41
20th Dusk 122nd year of Ascendancy at 03:19 see stats
By Zaphner the Cornac Adventurer level 50
28th Dusk 122nd year of Ascendancy at 13:49 see stats
By Zaphner the Cornac Adventurer level 47
25th Dusk 122nd year of Ascendancy at 13:04 see stats
By Zaphner the Cornac Adventurer level 10
9th Mirth 122nd year of Ascendancy at 09:35 see stats
By Zaphner the Cornac Adventurer level 20
8th Flare 122nd year of Ascendancy at 02:23 see stats
By Zaphner the Cornac Adventurer level 30
9th Dusk 122nd year of Ascendancy at 12:04 see stats
By Zaphner the Cornac Adventurer level 40
19th Dusk 122nd year of Ascendancy at 01:15 see stats
By Zaphner the Cornac Adventurer level 50
28th Dusk 122nd year of Ascendancy at 02:55 see stats
By Zaphner the Cornac Adventurer level 29
9th Dusk 122nd year of Ascendancy at 09:30 see stats
By Zaphner the Cornac Adventurer level 21
9th Flare 122nd year of Ascendancy at 17:14 see stats
By Zaphner the Cornac Adventurer level 26
5th Dusk 122nd year of Ascendancy at 04:15 see stats
By Zaphner the Cornac Adventurer level 43
22nd Dusk 122nd year of Ascendancy at 06:58 see stats
By Zaphner the Cornac Adventurer level 3
75th Pyre 122nd year of Ascendancy at 16:43 see stats
By Zaphner the Cornac Adventurer level 2
74th Pyre 122nd year of Ascendancy at 20:28 see stats
Log
You gain 5.18 gold from the transmogrification of dreamer's woollen robe of power (0 def, 0 armour).
You gain 5.06 gold from the transmogrification of dispeller's silk robe of time (+10%) (0 def, 0 armour).
You gain 25.00 gold from the transmogrification of Urekor the elven-silk cloak (3 def, 0 armour).
You gain 9.71 gold from the transmogrification of warbringer's voratun waraxe of crippling (40-57 power, 6 apr).
You gain 4.10 gold from the transmogrification of voratun waraxe of crippling (38-54 power, 6 apr).
You gain 1.75 gold from the transmogrification of voratun waraxe (40-56 power, 6 apr).
You gain 4.75 gold from the transmogrification of manaburning voratun waraxe of massacre (50-71 power, 6 apr).
You gain 6.71 gold from the transmogrification of truestriking orichalcum trident of projection (52-84 power, 16 apr).
You gain 7.35 gold from the transmogrification of mighty stralite steamgun of cold.
You gain 10.85 gold from the transmogrification of ethereal dragonbone vilestaff of greater warding (30-36 power, 6 apr, blight element).
You gain 3.92 gold from the transmogrification of elm magestaff of wizardry (10-12 power, 2 apr, arcane element).
You gain 25.00 gold from the transmogrification of dragonbone magestaff 'Poruwyn' (30-36 power, 6 apr, fire element).
You gain 5.55 gold from the transmogrification of pulsing mindstar of frost (12-14 power, 32 apr, nature damage).
You gain 7.60 gold from the transmogrification of living mindstar of gales (16-18 power, 40 apr, mind damage).
You gain 25.00 gold from the transmogrification of Beranarimadan (17-19 power, 40 apr, mind damage).
You gain 25.00 gold from the transmogrification of Woerip (56-79 power, 6 apr).
You gain 25.00 gold from the transmogrification of voratun longsword 'Duruhek' (42-59 power, 6 apr).
You gain 25.00 gold from the transmogrification of Abysswalker (43-60 power, 6 apr).
You gain 25.00 gold from the transmogrification of voratun greatsword 'Woewell' (60-97 power, 4 apr).
You gain 7.49 gold from the transmogrification of voratun greatmaul of ruin (70-105 power, 4 apr).
You gain 5.98 gold from the transmogrification of acidic voratun greatmaul of shearing (66-100 power, 4 apr).
You gain 25.00 gold from the transmogrification of Dimparry (65-98 power, 4 apr).
You gain 25.00 gold from the transmogrification of Blindfoe the voratun greatmaul (62-94 power, 4 apr).
You gain 5.89 gold from the transmogrification of truestriking voratun dagger of projection (38-49 power, 9 apr).
You gain 8.24 gold from the transmogrification of caustic voratun dagger of massacre (48-63 power, 9 apr).
You gain 1.01 gold from the transmogrification of stormshield rune (threshold 24; blocks 6; dur 4; cd 15).
You gain 1.59 gold from the transmogrification of regeneration infusion (heal 364; 15 cd).
New Achievement: Infinite x50 (Nightmare (Roguelike) difficulty)!
Accepted quest 'Infinite Dungeon Challenge (Level 50): Exterminator'! (Press 'j' to see the quest log)
The furious lightning storm around Zaphner calms down and disappears.