Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3Experience Controller 1.7.4
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Tougher Escorts 1.7.4Sets 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. New Gem Types 1.5.10Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Godmode Merchant 1.5.10Adds a NPC that will grant you invulnerability/max dmg, 249 spells available, stat/generic/prodigy points, money, raise sub stats, set level, and can imbue ANYTHING (as long as you have the gems and item)! He spawns near the portal to Angolwen. 1.0.5 - 50 Talent trees from Orcs/Cults DLC added (these will be marked with *orcs/cults dlc* next to the talents, these dlcs are NOT required to play this addon) 14 talents added that were missing. For a non-cheaty version check out my other addon that adds spell merchants you can purchase spells from: https://te4.org/games/addons/tome/master-spell-merchants vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Hulk! 1.4.8 Items Vault 1.7.6Donators/Buyers bonus! NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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. 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
Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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:
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 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 | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Hulk |
Class | Writhing One |
Level / Exp | 50 / 204974% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 1066 (base 60) |
Dexterity | 1059 (base 60) |
Constitution | 1061 (base 60) |
Magic | 1072 (base 60) |
Willpower | 1084 (base 60) |
Cunning | 1065 (base 60) |
Resources
Mana | 13052/13052 |
Equilibrium | 20 |
Life | 910986/910986 |
Stamina | 10350/10350 |
Insanity | 0/100 |
Healing Factor | 2.5 |
Regeneration | 26911.375 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +55.53917199996% |
Spell | 0% |
Global | +220% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 12 |
See Stealth | 207.51146612648 |
See Invisible | 207.51146612648 |
Offense: Mainhand
Damage | 490 |
Accuracy | 266 |
Crit Chance | 1055% |
APR | 18 |
Speed | 0.80 |
Offense: Spell
Spellpower | 140.5 |
Crit Chance | 100% |
Speed | 1 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 306 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Acid | +1410065419% |
Blight | +1410065427% |
Arcane | +1410065422% |
Cold | +1410065422% |
All | +1410065407% |
Darkness | +1410065479% |
Temporal | +1410065415% |
Physical | +1410065402% |
Mind | +1410065410% |
Offense: Damage Penetration
Darkness | +35% |
Temporal | +35% |
All | +25% |
Defense: Base
Armour (hardiness) | 438 (74.708763900747%) |
Defense | 340 |
Ranged Defense | 340 |
Fatigue | 0 |
Physical Save | 218 |
Spell Save | 184 |
Mental Save | 184 |
Defense: Resistances
Acid | + 38%( 70%) |
Blight | + 59%( 70%) |
Physical | + 29%( 70%) |
Cold | + 39%( 70%) |
All | + 17%( 70%) |
Darkness | + 61%( 70%) |
Light | + 9%( 70%) |
Temporal | + 24%( 70%) |
Lightning | + 23%( 70%) |
Fire | + 14%( 70%) |
Nature | + 34%( 70%) |
Defense: Immunities
Stun Resistance | 53% |
Confusion Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 9 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 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
Cunning / Tactical | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Tentacles | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Path of horror | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Friend of the worm | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Disfigured face | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Meta | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Horrific body | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Controlled horrors | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Slow death | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Beyond sanity | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
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 |
Effects
talent | Energy Alteration |
talent | Exploit Weakness |
talent | Chaos Orbs |
talent | Spellcraft |
talent | Elemental Harmony |
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Arcane talents fail 10% of the time and arcane sustains have a 1.0% chance to deactivate each turn. Antimagic Disruption |
beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
beneficial effect | Countering melee attacks: Has a 99% chance to get an automatic counter attack when avoiding a melee attack. (6.3 counters remaining) Counter Attacking |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Dreadfell. Escort: temporal explorer (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the worried loremaster from death by Borfast the Broken. Escort: worried loremaster (level 7 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the hall of reflections. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 28. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed warg claw. * You've found the needed electric eel tail. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed mummified bone. * You've found the needed ice wyrm tooth. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed vial of greater demon bile. * You've found the needed ice ant stinger. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
On feet | Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 70% (based on Cunning). Uses 23 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Light source | bright brass lantern of the zealot bright brass lantern of the zealot2.0 T1 lite [Ego+] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +7 (+1 eff.) ---------- 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 | Shadowvein (2 def, 0 armour) Shadowvein (2 def, 0 armour)2.0 T3 head armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.pwr +4 (+0 eff.) Dmg.mod +12% acid +3% mind On Hit (Melee): * 20% chance to reduce damage dealt by 77% ----- def ----- Defense +2 (+0 eff.) Resists +18% acid +15% darkness Shield.pwr +5% HP.reg +2.60 A pointy cloth hat, very wizardly... |
Tool | brutal iron pickaxe (dig speed 18 turns) brutal iron pickaxe (dig speed 18 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str dps ---------- Crit.mult +10.00% Phys.pwr +6 (+0 eff.) Apr +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Inertial Twine Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+1 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
On fingers | painweaver's voratun ring of pilfering painweaver's voratun ring of pilfering0.1 T5 ring jewelry [Ego++] Master While equipped: dps ---------- Phys.pwr +15 (+0 eff.) Spell.pwr +18 (+1 eff.) Mind.pwr +18 (+1 eff.) Dmg.mod +7% all Acc +14 (+1 eff.) Apr +14 ----- def ----- Defense +8 (+0 eff.) Disengage: Puts all charms on 5 cooldown Level 3.5 Pwr.cost 5 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! |
Around waist | Girdle of the Calm Waters Girdle of the Calm Waters1.0 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. |
In main hand | Star (100% power, 0 apr) Star (100% power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 100% Range: 1.3x Uses 40% Wil, 20% Dex, 50% Mag 20% Str Dmg Light Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
On hands | Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Unarmed combat: Power 109% Range: 1.1x Uses 70% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +6.0% Atk.spd 100% Dmg.conv 100% void On Hit: 15% Dust to Dust 1 On Hit: 10% Mind Blast 1 On Hit: 10% Turn Back the Clock 1 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Main armor | Bindings of Eternal Night (12 def, 12 armour) Bindings of Eternal Night (12 def, 12 armour)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 (+0 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. |
Cloak | wyrmwaxed cashmere cloak of Iron Throne (2 def, 0 armour) wyrmwaxed cashmere cloak of Iron Throne (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Nature/Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +2 (+0 eff.) Resists +7% acid +6% fire +7% lightning +7% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Obsidianbliss Obsidianbliss0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Wil dps ---------- Spell.pwr +20 (+1 eff.) Dmg.mod +24% darkness Phasing +20% Melee Ret 4 mind 4 arcane ----- def ----- Resists +9% physical ---------- misc Stam/turn +0.60 Mana/s.crit +2.00 Amulets make your neck look great! |
Inventory
Blood of Undeath Blood of Undeath0.4 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. |
Prismatic Rune (6 turns; lightning, physical, arcane, darkness) Prismatic Rune (6 turns; lightning, physical, arcane, darkness)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 3 physical, 3 arcane, 4 darkness Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--) Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 5733 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Beluzor the Glitterglean Beluzor the Glitterglean0.1 T4 amulet jewelry [Rare] Master While equipped: dps ---------- Spell.crit +2% Spell.pwr +34 (+2 eff.) S.pwr/crit +6 Res.pen +15% fire Melee Ret 6 blight ----- def ----- Resists +21% light Phys.save +22 (+2 eff.) Spell.save +22 (+2 eff.) Mind.save +22 (+3 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Vim/s.crit +2.24 Max.mana +111.80 Amulets make your neck look great! |
Choker of Dread Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+0 eff.) Spell.pwr +5 (+0 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 27 power out of 60/60 The evilness of undeath radiates from this amulet. |
Earthen Beads Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+0 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 3.5 Pwr.cost 16 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 1557 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Fanged Collar Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+1 eff.) Spell.save +15 (+1 eff.) Mind.save -7 (+0 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Flashborn Flashborn0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +5 Cun +15 Con dps ---------- Mov.spd +10% Melee Ret 6 fire ----- def ----- Fatigue -6% Resists +12% fire Crit.chn- 15.00% HP.reg +3.00 ---------- misc Stam/turn +0.70 Light +3 Amulets make your neck look great! |
Frost Lord's Chain Frost Lord's Chain0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+0 eff.) Dmg.mod +12% cold Melee Ret 10 cold ----- def ----- Resists +25% cold Ice.pen +20% Stun/Frz- +30% ---------- misc Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
The Black Core The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
voratun amulet 'Blazenigh' voratun amulet 'Blazenigh'0.1 T5 amulet jewelry [Rare] Master While equipped: Stats +3 Wil dps ---------- Crit.mult +20.00% Dmg.mod +18% mind Res.pen +10% darkness +15% mind +25% light ----- def ----- Phys.save +23 (+2 eff.) Spell.save +22 (+2 eff.) Mind.save +25 (+3 eff.) ---------- misc Max.hate +8.00 Light +3 Amulets make your neck look great! |
Ce'Nilera Ce'Nilera0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Mind.crit +4% Crit.mult +10.00% Mind.pwr +20 (+1 eff.) ----- def ----- Resists +5% arcane Mind.save +24 (+3 eff.) Confus- +30% ---------- misc Equi/ret +0.12 Psi/ret +0.24 Rings make your fingers look great! |
Gorarim the gold ring Gorarim the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: Stats +5 Mag dps ---------- Spell.pwr +20 (+1 eff.) Dmg.mod +15% temporal Res.pen +15% temporal Melee Ret 6 arcane ----- def ----- Max.HP +32.00 Disarm- +38% Pinning- +35% Knockbk- +34% ---------- misc Max.mana +80.00 Max.vim +20.00 Rings make your fingers look great! |
Haryrin the Airbraid Haryrin the Airbraid0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% lightning +6% mind Res.pen +10% mind +25% lightning Melee Ret 4 lightning ----- def ----- Resists +30% acid Silence- +32% ---------- misc Mana/turn +0.19 Rings make your fingers look great! |
Morain the Darkbreacher Morain the Darkbreacher0.1 T2 ring jewelry [Rare] Master While equipped: Stats +6 Wil dps ---------- S.pwr/crit +10 Res.pen +10% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 77% * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +12% temporal HP.reg +4.00 Stun/Frz- +27% ---------- misc Vim/s.crit +2.00 Rings make your fingers look great! |
Nightsong Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+0 eff.) Fatigue -7% Mind.save +13 (+2 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 3.5 Pwr.cost 23 out of 50/50. Range 8 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of Growth Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+0 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
The Black Ring The Black Ring0.1 T3 ring jewelry [Unique] Arcane While equipped: ----- def ----- Spell.save +7 (+1 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
Zurath the Blazewrither Zurath the Blazewrither0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Mag dps ---------- Spell.crit +2% Spell.pwr +15 (+0 eff.) Res.pen +25% light Melee Ret 10 arcane ----- def ----- Phys.save +7 (+0 eff.) Spell.save +9 (+1 eff.) Mind.save +10 (+1 eff.) ---------- misc Mana/s.crit +2.00 Max.mana +60.00 Rings make your fingers look great! |
copper ring of nature (+20%) copper ring of nature (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% nature ----- def ----- Resists +20% nature Rings make your fingers look great! |
voratun ring 'Arelaith' voratun ring 'Arelaith'0.1 T5 ring jewelry [Rare] Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +18% arcane On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Phys.save +16 (+1 eff.) Spell.save +13 (+1 eff.) Mind.save +18 (+2 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +2.00 Max.mana +100.00 Rings make your fingers look great! |
Drake's Bane (156% power, 21 apr) Drake's Bane (156% power, 21 apr)3.0 T2 battleaxe 2H weapon [Unique] Master Power 156% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+0 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Stormfront (136% power, 15 apr) Stormfront (136% power, 15 apr)3.0 T2 battleaxe 2H weapon [Unique] Nature Power 137% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
Dagger of the Past (129% power, 20 apr) Dagger of the Past (129% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 129% Range: 1.3x Uses 40% Wil, 100% Mag, 50% Dex Dmg Physical Mastery Dagger Mastery 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 (+0 eff.) Spell.save +10 (+1 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. |
Daywitch (138% power, 9 apr) Daywitch (138% power, 9 apr)1.0 T4 dagger 1H weapon [Rare] Arcane Power 138% Range: 1.3x Uses 40% Wil, 50% Str, 50% Mag 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +17 temporal While equipped: Stats +5 Mag dps ---------- Res.pen +28% light ----- def ----- Defense +25 (+1 eff.) Resists +27% fire +6% arcane +17% temporal Spell.save +12 (+1 eff.) Poison- +22% ---------- misc Infravis +3 Sharp, short and deadly. |
Festerhack (118% power, 7 apr) Festerhack (118% power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Nature Power 118% Range: 1.3x Uses 40% Wil, 50% Str, 50% Mag 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +11 nature While equipped: Stats +10 Mag +7 Wil +4 Cun dps ---------- On Hit (Melee): * 20% chance to slow global speed by 134% * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Crit.chn- 15.00% Sharp, short and deadly. |
Kindleking the steel dagger (101% power, 6 apr) Kindleking the steel dagger (101% power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Disrupt Power 101% Range: 1.3x Uses 40% Wil, 50% Str, 50% Mag 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Against +9% Unnatural While equipped: Stats +3 Wil dps ---------- Res.pen +15% light ----- def ----- Armour +8 Resists +3% acid Crit.chn- 10.00% Max.HP +80.00 Pinning- +20% Sharp, short and deadly. |
Spellblaze Shard (120% power, 10 apr) Spellblaze Shard (120% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 121% Range: 1.3x Uses 40% Wil, 50% Dex, 50% Mag 50% Str Dmg Physical Mastery Dagger Mastery 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. |
Spelldrinker (132% power, 8 apr) Spelldrinker (132% power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 132% Range: 1.3x Uses 40% Wil, 35% Str, 70% Mag 55% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+1 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Stokebraid (136% power, 9 apr) Stokebraid (136% power, 9 apr)1.0 T4 dagger 1H weapon [Rare] Arcane Power 137% Range: 1.3x Uses 40% Wil, 50% Str, 50% Mag 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +25 cold On Hit.r1 +21 arcane +20 fire On Crit.r2 +21 fire While equipped: dps ---------- Dmg.mod +18% cold +15% fire Res.pen +25% blight ----- def ----- Resists +12% blight Sharp, short and deadly. |
Umbral Razor (129% power, 10 apr) Umbral Razor (129% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 129% Range: 1.3x Uses 40% Wil, 50% Dex, 65% Mag 50% Str Dmg Physical Mastery Dagger Mastery 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 9 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 31847332484.32 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. |
Unerring Scalpel (111% power, 25 apr) Unerring Scalpel (111% power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 40% Wil, 55% Dex, 50% Mag 45% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+2 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Velaranne the Tundrashaper (102% power, 6 apr) Velaranne the Tundrashaper (102% power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Psionic Power 102% Range: 1.3x Uses 40% Wil, 50% Str, 50% Mag 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 17 turns (checks Confusion immunity) While equipped: Stats +10 Cun dps ---------- Res.pen +15% cold Melee Ret 4 cold ----- def ----- Resists +2% physical +3% nature +12% light HP.reg +4.00 Poison- +20% Sharp, short and deadly. |
Yvelaith (132% power, 9 apr) Yvelaith (132% power, 9 apr)1.0 T4 dagger 1H weapon [Rare] Psionic Power 132% Range: 1.3x Uses 40% Wil, 50% Str, 50% Mag 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +21 mind On Hit: * 30% chance to reduce all saves and defense by 98 While equipped: Stats +5 Dex +22 Wil +6 Cun dps ---------- Dmg.mod +24% acid ----- def ----- Resists +21% acid Sharp, short and deadly. |
elemental steel dagger of crippling (105% power, 6 apr) elemental steel dagger of crippling (105% power, 6 apr)1.0 T2 dagger 1H weapon [Ego++] Arcane/Master Power 106% Range: 1.3x Uses 40% Wil, 50% Dex, 50% Mag 50% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Create an explosion dealing 190 fire damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +10% fire Res.pen +6% fire Sharp, short and deadly. |
steel dagger 'Mayiba' (120% power, 6 apr) steel dagger 'Mayiba' (120% power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Master Power 121% Range: 1.3x Uses 40% Wil, 50% Str, 50% Mag 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +8 Dex +4 Con ----- def ----- Resists +6% lightning +5% arcane Sharp, short and deadly. |
Bill's Tree Trunk (136% power, 7 apr) Bill's Tree Trunk (136% power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 137% Range: 1.7x Uses 40% Wil, 50% Mag, 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 3.5 Pwr.cost 9 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 any temporary magical or psionic damage absorbing shields there is 64% chance to shatter a random shield. 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! |
Shadebrace (151% power, 2 apr) Shadebrace (151% power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Master Power 151% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit.r1 +8 darkness On Crit.r2 +8 lightning On Hit: * 20% chance to reduce damage dealt by 77% While equipped: dps ---------- Dmg.mod +27% darkness Res.pen +10% lightning +5% fire Acc +16 (+1 eff.) Melee Ret 10 darkness ----- def ----- Defense +14 (+0 eff.) Disarm- +39% Massive two-handed mauls. |
Spellcrusher (139% power, 4 apr) Spellcrusher (139% power, 4 apr)5.0 T2 greatmaul 2H weapon [Unique] Nature/Disrupt Power 139% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +4.0% Atk.spd 100% Melee+ +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con dps ---------- Dmg.mod +25% nature ----- def ----- Spell.save +15 (+1 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
Tirakai's Maul (139% power, 6 apr) Tirakai's Maul (139% power, 6 apr)5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 139% Range: 1.3x Uses 40% Wil, 60% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +8.0% Atk.spd 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 5 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
Ulubar the Hailire (187% power, 29 apr) Ulubar the Hailire (187% power, 29 apr)5.0 T4 greatmaul 2H weapon [Random Unique] Arcane/Master Power 187% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +29 Crit +2.5% Atk.spd 100% Phasing +26% On Hit.r1 +16 cold On Crit.r2 +12 temporal On Hit: * 20% chance to reduce strength, dexterity, and constitution by 49 While equipped: dps ---------- Dmg.mod +9% darkness Res.pen +25% cold Acc +19 (+2 eff.) ----- def ----- Defense +19 (+1 eff.) Disarm- +53% Def/telep +10 Res/telep +10% Dur/telep +10% Massive two-handed mauls. |
stralite greatmaul 'Icefear' (166% power, 3 apr) stralite greatmaul 'Icefear' (166% power, 3 apr)5.0 T4 greatmaul 2H weapon [Rare] Master Power 167% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Crit.r2 +20 cold While equipped: Stats +10 Mag dps ---------- Acc +19 (+2 eff.) ----- def ----- Defense +19 (+1 eff.) Resists +9% nature Crit.chn- 15.84% Mind.save +15 (+2 eff.) Die.at -60.00 life Silence- +21% Disarm- +62% Teleport- +20% Massive two-handed mauls. |
voratun greatmaul 'Lavastake' (193% power, 4 apr) voratun greatmaul 'Lavastake' (193% power, 4 apr)5.0 T5 greatmaul 2H weapon [Random Unique] Nature/Master Power 193% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +4 temporal While equipped: Stats +20 Con +21 Wil dps ---------- Phys.crit +14.0% Spell.crit +3% Crit.mult +49.00% Dmg.mod +6% fire Apr +20 Melee Ret 4 fire ----- def ----- Resists +12% temporal Max.HP +154.00 ---------- misc Vim/s.crit +2.25 Max.mana +60.00 Massive two-handed mauls. |
Chargesweep the steel greatsword (126% power, 2 apr) Chargesweep the steel greatsword (126% power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Arcane Power 127% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit.r1 +8 lightning On Crit.r2 +12 lightning On Hit: * 20% chance to reduce armor by 59% * 25% chance for lightning to strike from the target to a second target dealing 190 damage While equipped: Stats +2 Dex +2 Wil +5 Con dps ---------- Melee Ret 8 lightning ----- def ----- Resists +6% acid ---------- misc Light +3 Massive two-handed swords. |
Colaryem (159% power, 12 apr) Colaryem (159% power, 12 apr)3.0 T3 greatsword 2H weapon [Unique] Arcane Power 160% Range: 1.6x Uses 40% Wil, 50% Mag, 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +11.0% Atk.spd 56% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
Golden Three-Edged Sword 'The Truth' (160% power, 9 apr) Golden Three-Edged Sword 'The Truth' (160% power, 9 apr)12.0 T3 greatsword 2H weapon [Unique] Psionic Power 161% Range: 1.6x Uses 40% Wil, 50% Mag, 129% Str Dmg Physical Mastery Weapons Mastery 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. |
Poltergeist's Spectral Blade (130% power, 25 apr) Poltergeist's Spectral Blade (130% power, 25 apr)0.1 T2 greatsword 2H weapon [Unique] Arcane/Master Power 131% Range: 1.6x Uses 40% Wil, 60% Mag, 120% Str Dmg Physical Mastery Weapons Mastery 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 (+0 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
dwarven-steel greatsword 'Unlightterror' (161% power, 2 apr) dwarven-steel greatsword 'Unlightterror' (161% power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Master Power 161% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +7.5% Atk.spd 100% On Hit: * 20% chance to reduce damage dealt by 77% While equipped: Stats +3 Str dps ---------- Phys.pwr +25 (+0 eff.) ----- def ----- Armour +4 Phys.save +12 (+1 eff.) Massive two-handed swords. |
Corpsebow Corpsebow4.0 T2 longbow 2H weapon [Unique] Arcane/Nature Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit: 25% Epidemic 1 On Hit: 25% Cyst Burst 1 While equipped: dps ---------- Spell.pwr +10 (+0 eff.) Ranged+ 20 blight Dmg.mod +20% blight On Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 49 ----- def ----- Disease- +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
Undeathpeal Undeathpeal4.0 T2 longbow 2H weapon [Rare] Nature Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit.r1 +20 nature On Hit: * 20 arcane resource burn * 20% chance to slow global speed by 134% While equipped: Stats +11 Con +12 Wil dps ---------- Res.pen +5% acid ----- def ----- Resists +5% arcane Spell.save +6 (+0 eff.) Max.HP +38.00 Longbows are used to shoot arrows at your foes. |
ash longbow 'Bethira' ash longbow 'Bethira'4.0 T2 longbow 2H weapon [Rare] Master Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +2 Str +9 Dex +5 Mag ---------- misc See.Invis +9 Longbows are used to shoot arrows at your foes. |
dragonbone longbow 'Brightwilder' dragonbone longbow 'Brightwilder'4.0 T5 longbow 2H weapon [Random Unique] Arcane/Master Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Proj.spd +200% Ranged+ +8 fire While equipped: Stats +11 Dex +8 Mag +2 Wil +9 Cun dps ---------- Phys.spd +10% Dmg.mod +15% temporal +12% mind +21% physical Res.pen +25% fire +27% physical +14% temporal ---------- misc Reload +8 Max.hate +4.00 Masteries +0.15 Chronomancy/Bow Threading Instant Weapon Swap Longbows are used to shoot arrows at your foes. |
elven-wood longbow 'Unlightwreck' elven-wood longbow 'Unlightwreck'4.0 T4 longbow 2H weapon [Rare] Master Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Ranged+ +23 darkness On Hit.r1 +16 acid On Crit.r2 +23 acid While equipped: dps ---------- Phys.crit +9.0% Mind.crit +7% Crit.mult +22.54% Dmg.mod +21% darkness Acc +20 (+2 eff.) On Hit (Ranged): * 23% chance to slow global speed by 134% ----- def ----- Spell.save +12 (+1 eff.) Longbows are used to shoot arrows at your foes. |
Wintertide (148% power, 10 apr) Wintertide (148% power, 10 apr)3.0 T5 longsword 1H weapon [Unique] Arcane Power 149% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +10.0% Atk.spd 100% Melee+ +25 ice On Hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 43755557480.74 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. While equipped: dps ---------- Dmg.mod +20% cold Melee Ret 40 ice ----- def ----- Resists +25% cold Ice.pen +35% No Winter Storm Active Precipitate ice walls (lasting 10 turns) within your Winter Storm's area. Uses 14 power out of 40/40 The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
steel longsword 'Barkcrypt' (108% power, 3 apr) steel longsword 'Barkcrypt' (108% power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Arcane Power 108% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +16 nature On Crit.r2 +8 nature On Hit: * 25% chance for lightning to strike from the target to a second target dealing 190 damage While equipped: ----- def ----- Resists +6% temporal +9% nature +9% light Mind.save +12 (+2 eff.) Max.HP +100.00 Sharp, long, and deadly. |
stralite longsword 'Cystbone' (156% power, 5 apr) stralite longsword 'Cystbone' (156% power, 5 apr)3.0 T4 longsword 1H weapon [Rare] Master Power 157% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +8 nature On Hit: * 21% chance to slow global speed by 134% While equipped: Stats +6 Wil +8 Mag dps ---------- Dmg.mod +12% cold Res.pen +26% cold ---------- misc Light +3 Sharp, long, and deadly. |
voratun longsword 'Wretchwrither' (150% power, 6 apr) voratun longsword 'Wretchwrither' (150% power, 6 apr)3.0 T5 longsword 1H weapon [Rare] Arcane Power 151% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +16 physical On Hit.r1 +16 temporal On Crit: * Splash the target with acid dealing 317 damage over 5 turns and reducing armor and accuracy by 40 While equipped: Stats +4 Dex dps ---------- Phys.crit +5.0% Phys.pwr +30 (+0 eff.) Dmg.mod +18% nature ----- def ----- Armour +6 Defense +34 (+1 eff.) Def/telep +17 Res/telep +17% Dur/telep +17% Sharp, long, and deadly. |
Arolaith the steel mace (122% power, 3 apr) Arolaith the steel mace (122% power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Nature/Disrupt/Master Power 122% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +9 nature On Hit: * 5% chance to slow global speed by 134% While equipped: Stats +1 Cun +1 Wil Blunt and deadly. |
Brightpunish the steel mace (108% power, 3 apr) Brightpunish the steel mace (108% power, 3 apr)3.0 T2 mace 1H weapon [Rare] Master Power 108% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +5 Str +5 Con dps ---------- Phys.crit +9.0% Crit.mult +18.00% Dmg.mod +9% fire Apr +9 On Hit (Melee): * 20% chance to reduce damage dealt by 77% ----- def ----- Resists +15% fire ---------- misc Infravis +3 Blunt and deadly. |
Floepiercer the stralite mace (142% power, 5 apr) Floepiercer the stralite mace (142% power, 5 apr)3.0 T4 mace 1H weapon [Rare] Arcane Power 143% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Melee+ +25 cold While equipped: Stats +4 Str +5 Dex dps ---------- Phys.crit +4.0% Dmg.mod +15% cold Res.pen +28% mind Acc +34 (+3 eff.) ----- def ----- Die.at -89.44 life Blunt and deadly. |
Poltergeist's Crooked Club (129% power, 4 apr) Poltergeist's Crooked Club (129% power, 4 apr)3.0 T2 mace 1H weapon [Unique] Master Power 129% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: dps ---------- Dmg.mod +4% all Acc +12 (+1 eff.) ----- def ----- Defense +15 (+0 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
Voressra the Dimstalker (142% power, 4 apr) Voressra the Dimstalker (142% power, 4 apr)3.0 T3 mace 1H weapon [Rare] Master Power 143% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +9% light +9% darkness Res.pen +20% darkness Melee Ret 6 lightning On Hit (Melee): * 20% chance to reduce damage dealt by 77% ----- def ----- Resists +15% lightning ---------- misc Light +2 Blunt and deadly. |
steel mace 'Xerussra' (109% power, 3 apr) steel mace 'Xerussra' (109% power, 3 apr)3.0 T2 mace 1H weapon [Rare] Disrupt Power 109% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Against +6% Unnatural While equipped: Stats +3 Wil dps ---------- Mind.crit +2% Crit.mult +15.00% Dmg.mod +12% mind On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +6% light +3% blight Blunt and deadly. |
Blazeslice the living mindstar (114% power, 40 apr, mind damage) Blazeslice the living mindstar (114% power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Rare] Nature/Psionic Power 114% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Hit.r1 +21 light +21 temporal On Crit.r2 +16 light While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+1 eff.) Dmg.mod +27% light Melee Ret 6 light 10 temporal ----- def ----- Resists +5% arcane Mind.save +10 (+1 eff.) ---------- misc Max.psi +50.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Blazewrest (115% power, 40 apr, mind damage) Blazewrest (115% power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Rare] Nature/Psionic Power 115% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Hit.r1 +23 lightning While equipped: Stats +2 Wil +7 Cun +4 Con dps ---------- Mind.crit +5% Crit.mult +19.00% Mind.pwr +10 (+1 eff.) Dmg.mod +24% darkness ----- def ----- Resists +15% darkness ---------- misc See.Invis +9 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. |
Bloomsoul (94% power, 13 apr, nature damage) Bloomsoul (94% power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 95% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 2.5 Pwr.cost 18 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 549 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Eye of Winter (94% power, 18 apr, cold damage) Eye of Winter (94% power, 18 apr, cold damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 95% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Cold Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
Eye of the Wyrm (113% power, 24 apr, physical damage) Eye of the Wyrm (113% power, 24 apr, physical damage)3.0 T4 mindstar 1H weapon [Unique] Nature Power 113% Range: 1.1x Uses 90% Wil, 20% Str, 50% Mag 10% Cun Dmg Physical Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +2.5% Atk.spd 100% Dmg.conv 20% acid 20% physical 20% cold 20% fire 20% lightning While equipped: dps ---------- Phys.crit +5.0% Mind.crit +5% Phys.pwr +10 (+0 eff.) Mind.pwr +10 (+1 eff.) Dmg.mod +12% lightning +12% physical +12% fire +12% cold +12% acid ----- def ----- Resists +10% acid +10% physical +10% fire +10% cold +10% lightning ---------- misc Masteries +0.30 Wild-gift/Venom drake aspect +0.30 Wild-gift/Cold drake aspect +0.30 Wild-gift/Fire drake aspect +0.30 Wild-gift/Storm drake aspect +0.30 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Ice Breath: Level 5.5 Pwr.cost 14 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe ice in a frontal cone of radius 9. Any target caught in the area will take 192077663884.62 cold damage and be frozen for 3 turns. The damage will increase with your Strength, the critical chance is based on your Mental crit rate, and the Freeze apply power is based on your Mindpower. Each point in cold drake talents also increases your cold resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
Poltergeist's Kinetic Focus (88% power, 18 apr, physical damage) Poltergeist's Kinetic Focus (88% power, 18 apr, physical damage)3.0 T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 89% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Physical Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +8% Mind.pwr +8 (+1 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+0 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
Serpent's Glare (91% power, 15 apr, nature damage) Serpent's Glare (91% power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 92% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+0 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 3.5 Pwr.cost 4 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 111266647430.60 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Thermal Focus (109% power, 32 apr, fire damage) Thermal Focus (109% power, 32 apr, fire damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 109% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Fire 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 (+1 eff.) Dmg.mod +20% fire +20% cold Res.pen +12% fire +12% cold ----- def ----- Resists +20% fire +20% cold Spell.save +12 (+1 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. |
Xanuridhewe the thorny mindstar (96% power, 24 apr, nature damage) Xanuridhewe the thorny mindstar (96% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature Power 96% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Crit.r2 +20 mind On Hit: * 20% chance to reduce all saves and defense by 98 * 20% chance to reduce armor by 59% While equipped: Stats +2 Cun dps ---------- Mind.crit +3% Crit.mult +10.00% Mind.pwr +6 (+0 eff.) Dmg.mod +7% nature Res.pen +5% acid On Hit (Melee): * 20% chance to reduce armor by 59% * 20% chance to reduce all saves and defense by 98 ----- def ----- Resists +6% blight Disease- +18% ---------- misc 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. |
pulsing mindstar 'Rainglamour' (107% power, 32 apr, mind damage) pulsing mindstar 'Rainglamour' (107% power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Rare] Nature Power 107% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Melee+ +12 cold On Hit.r1 +21 acid While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) ----- def ----- Defense +15 (+0 eff.) Resists +12% lightning +9% darkness +12% blight +16% mind +6% acid Spell.save +15 (+1 eff.) Max.HP +42.00 HP.reg +1.70 ---------- misc 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. |
Hare-Skin Sling Hare-Skin Sling4.0 T3 sling 1H weapon [Unique] Nature Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+0 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 4.5 Pwr.cost 4 out of 8/8. Range melee/personal Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 147% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
hardened leather sling 'Eclipserip' hardened leather sling 'Eclipserip'4.0 T3 sling 1H weapon [Rare] Master Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Proj.spd +200% Ranged+ +20 darkness While equipped: Stats +3 Str dps ---------- Phys.crit +4.0% Phys.pwr +30 (+0 eff.) Dmg.mod +15% lightning Res.pen +25% darkness Acc +10 (+1 eff.) ---------- misc Reload +3 Slings are used to hurl stones or metal shots at your foes. |
Gunezilasus the elm vilestaff (100% power, 2 apr, fire element) Gunezilasus the elm vilestaff (100% power, 2 apr, fire element)5.0 T1 staff 2H weapon [Rare] Nature Power 100% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +4 Str +5 Con dps ---------- Spell.crit +1% Spell.pwr +3 (+0 eff.) Dmg.mod +10% fire Apr +2 ----- def ----- Defense +7 (+0 eff.) Resists +3% physical Phys.save +6 (+0 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 3 cooldown Level 2.5 Pwr.cost 3 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 25186638409.54 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Lelozor the Obsidianblood (111% power, 3 apr, lightning element) Lelozor the Obsidianblood (111% power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Rare] Master Power 111% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Crit.mult +13.00% Spell.pwr +6 (+0 eff.) Dmg.mod +15% lightning +12% darkness Res.pen +35% light On Hit (Melee): * 20% chance to reduce damage dealt by 77% ----- def ----- Resists +3% light +3% darkness ---------- misc Max.P.En +10.00 Max.N.En +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Penitence (111% power, 4 apr, fire element) Penitence (111% power, 4 apr, fire element)5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 111% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Nature Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+0 eff.) ----- def ----- Resists +30% blight +30% fire Affinity +20% fire Spell.save +15 (+1 eff.) ---------- misc Talents +1 Command Staff Cure up to 9 diseases or poisons (based on Magic). Uses 5 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. |
Poltergeist's Eclipse (117% power, 4 apr, physical element) Poltergeist's Eclipse (117% power, 4 apr, physical element)5.0 T2 staff 2H weapon [Unique] Arcane Power 117% Range: 1.2x Uses 160% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+0 eff.) Dmg.mod +15% physical +15% light +15% darkness +15% temporal +4% all ----- def ----- Defense +15 (+0 eff.) ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Salekira (120% power, 4 apr, blight element) Salekira (120% power, 4 apr, blight element)5.0 T3 staff 2H weapon [Rare] Arcane Power 121% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +6 Mag dps ---------- Spell.crit +3% Spell.pwr +39 (+2 eff.) Dmg.mod +29% blight ----- def ----- Resists +9% blight ---------- misc Mana/turn +0.23 Mana/s.crit +2.00 Max.mana +112.00 Max.vim +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Scaldstoker the elven-wood magestaff (129% power, 5 apr, fire element) Scaldstoker the elven-wood magestaff (129% power, 5 apr, fire element)5.0 T4 staff 2H weapon [Rare] Arcane Power 129% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +8 Cun dps ---------- Spell.crit +4% Spell.pwr +12 (+0 eff.) Dmg.mod +6% blight +41% fire +9% mind Res.pen +41% blight Melee Ret 6 fire ----- def ----- Armour +8 Defense +8 (+0 eff.) Mind.save +6 (+1 eff.) ---------- misc Wards +2 fire Talents +5 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff 'Gunelendil' (136% power, 6 apr, darkness element) dragonbone starstaff 'Gunelendil' (136% power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Rare] Arcane Power 137% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +20% Spell.pwr +15 (+0 eff.) Dmg.mod +27% blight +30% darkness +12% arcane Res.pen +15% mind Acc +25 (+2 eff.) On Hit (Melee): * 23% chance to reduce armor by 59% ----- def ----- Die.at -90.16 life Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.20 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Blacktrial the voratun waraxe (166% power, 6 apr) Blacktrial the voratun waraxe (166% power, 6 apr)3.0 T5 waraxe 1H weapon [Rare] Master Power 167% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit.r1 +20 darkness +21 acid On Hit: * 21% chance to slow global speed by 134% While equipped: dps ---------- Dmg.mod +27% acid +6% arcane Melee Ret 11 darkness On Hit (Melee): * 21% chance to reduce armor by 59% ----- def ----- Resists +15% acid One-handed war axes. |
Blood-Letter (140% power, 4.5 apr) Blood-Letter (140% power, 4.5 apr)3.0 T3 waraxe 1H weapon [Unique] Nature/Master Power 141% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +7.0% Atk.spd 100% Dmg.conv 50% ice On Hit: 15% Ice Breath 2 While equipped: dps ---------- Res.pen +20% cold ----- def ----- Armour +20 Ice.pen +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
Bokiziladan (138% power, 26 apr) Bokiziladan (138% power, 26 apr)3.0 T4 waraxe 1H weapon [Rare] Arcane Power 138% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +26 Crit +6.5% Atk.spd 100% Phasing +18% Melee+ +22 arcane On Crit.r2 +16 temporal While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +18% temporal Acc +15 (+1 eff.) ----- def ----- Resists +15% mind +18% lightning Stun/Frz- +22% ---------- misc Stam/turn +3.35 One-handed war axes. |
Eclipsegasher (110% power, 3 apr) Eclipsegasher (110% power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Arcane Power 110% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +13 cold On Hit.r1 +20 cold +20 temporal On Crit.r2 +20 darkness While equipped: dps ---------- Melee Ret 6 temporal ----- def ----- Resists +6% darkness Def/telep +15 Res/telep +15% Dur/telep +15% One-handed war axes. |
enhanced stralite waraxe of shearing (138% power, 5 apr) enhanced stralite waraxe of shearing (138% power, 5 apr)3.0 T4 waraxe 1H weapon [Ego++] Nature/Master Power 138% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% While equipped: Stats +9 Str +8 Dex +9 Mag +9 Wil +7 Cun +7 Con dps ---------- Res.pen +11% all Acc +13 (+1 eff.) Apr +8 One-handed war axes. |
iron waraxe 'Sparkrupture' (103% power, 2 apr) iron waraxe 'Sparkrupture' (103% power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Nature Power 104% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +4 lightning +6 nature On Crit.r2 +8 mind On Hit: * 20% chance to reduce strength, dexterity, and constitution by 49 While equipped: dps ---------- Dmg.mod +6% blight ---------- misc Max.hate +2.00 One-handed war axes. |
steel waraxe 'Blazeparry' (104% power, 3 apr) steel waraxe 'Blazeparry' (104% power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 105% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +16 mind +20 light On Crit: * Wound the target dealing 547 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +8 (+0 eff.) Dmg.mod +24% light Res.pen +25% blight Melee Ret 4 mind ----- def ----- Resists +9% light One-handed war axes. |
Nightminister Nightminister1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Wil dps ---------- Phys.pwr +3 (+0 eff.) Mind.pwr +5 (+0 eff.) Dmg.mod +9% mind Melee Ret 4 mind ----- def ----- Resists +3% darkness +3% cold Spell.save +6 (+0 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Rope Belt of the Thaloren Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+1 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Strikefoe the rough leather belt Strikefoe the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% darkness Res.pen +5% darkness +5% mind Melee Ret 6 lightning ----- def ----- Resists +6% lightning Max.HP +30.00 A belt that goes around your waist. |
rough leather belt 'Xanytta' rough leather belt 'Xanytta'1.0 T1 belt armor [Rare] Master While equipped: Stats +6 Dex +3 Mag +2 Cun ----- def ----- Resists +6% acid +6% fire +3% mind +6% cold A belt that goes around your waist. |
Getakor the linen cloak (1 def, 0 armour) Getakor the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Acc +16 (+1 eff.) ----- def ----- Defense +1 (+0 eff.) Fatigue -5% Resists +9% mind +6% temporal Max.HP +60.00 Silence- +10% Pinning- +10% ---------- 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. |
linen cloak 'Bloomsorrow' (1 def, 0 armour) linen cloak 'Bloomsorrow' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +3% mind Melee Ret 6 nature On Hit (Melee): * 10% chance to reduce all saves and defense by 98 ----- def ----- Defense +1 (+0 eff.) Resists +9% fire +3% nature +6% mind Mind.save +7 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+0 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+0 eff.) Send out a range 5 beam of kinetic energy, dealing 58506667216.63 to 73133334020.79 physical damage (based on Willpower and Cunning) with knockback. Uses 5 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Tyrelach the woollen robe (0 def, 0 armour) Tyrelach the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Rare] Nature While equipped: Stats +2 Str +11 Dex +4 Cun +6 Con dps ---------- Dmg.mod +14% nature ----- def ----- Resists +12% mind +9% all Crit.chn- 15.00% Poison- +30% Disease- +32% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Zeretir the Murkpassion (0 def, 0 armour) Zeretir the Murkpassion (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: Stats +2 Cun +5 Str dps ---------- Dmg.mod +9% darkness +11% cold Res.pen +15% mind Melee Ret 4 mind ----- def ----- Resists +16% cold +12% mind +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Branetochik the Airclamor (0 def, 1 armour) Branetochik the Airclamor (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Res.pen +5% lightning On Hit (Melee): * 20% chance to slow global speed by 134% ----- def ----- Armour +1 Resists +6% lightning +15% temporal Spell.save +3 (+0 eff.) A pair of boots made of leather. |
Morningwild (0 def, 8 armour) Morningwild (0 def, 8 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +15% cold Melee Ret 10 light On Hit (Melee): * 20% chance to reduce all saves and defense by 98 ----- def ----- Armour +8 Fatigue +3% Resists +12% mind +12% cold ---------- misc Light +3 Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Nightswift (0 def, 1 armour) Nightswift (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Str +6 Mag +1 Wil +1 Cun dps ---------- Dmg.mod +3% darkness ----- def ----- Armour +1 Fatigue -4% Phys.save +6 (+0 eff.) ---------- misc Max.enc +20 A pair of boots made of leather. |
pair of drakeskin leather boots 'Glimmergrit' (0 def, 5 armour) pair of drakeskin leather boots 'Glimmergrit' (0 def, 5 armour)2.0 T5 feet armor [Rare] Arcane While equipped: Stats +2 Str +3 Mag +4 Wil dps ---------- Dmg.mod +9% light +9% lightning Res.pen +15% light Acc +30 (+2 eff.) Apr +6 ----- def ----- Armour +5 Resists +6% light ---------- misc Stam/turn +2.00 Light +3 Blink to a nearby random location (rad 11) Puts all charms on 12 cooldown A pair of boots made of leather. |
Blackvault (0 def, 3 armour) Blackvault (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% acid +32% darkness +9% blight Res.pen +26% darkness +15% blight Acc +9 (+1 eff.) Melee Ret 11 cold On Hit (Melee): * 21% chance to reduce armor by 59% ----- def ----- Armour +3 Fatigue +5% Phys.save +8 (+0 eff.) Mind.save +9 (+1 eff.) Disarm- +46% Unarmed combat: Power 140% Range: 1.4x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +11 Apr +15 Crit +10.0% Atk.spd 83% On Hit: 10% Perfect Control 5 Metal gloves protecting the hands up to the middle of the lower arm. |
Emeth the Sunvengeance (0 def, 3 armour) Emeth the Sunvengeance (0 def, 3 armour)1.0 T4 hands armor [Rare] Master While equipped: Stats +9 Dex +17 Cun +10 Con dps ---------- Acc +10 (+1 eff.) Apr +15 Melee Ret 8 light On Hit (Melee): * 22% chance to slow global speed by 134% ----- def ----- Armour +3 Resists +15% lightning +9% acid ---------- misc Light +3 Unarmed combat: Power 135% Range: 1.1x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +11 Apr +15 Crit +5.0% Atk.spd 100% On Hit: 15% Perfect Strike 5 Steady Shot: Puts all charms on 9 cooldown Level 4.5 Pwr.cost 9 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Unarmed combat: Power 89% Range: 1.1x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 100% fire On Hit: 30% Flamespit 3 Flamespit: Level 4.5 Pwr.cost 4 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 41980822694.94 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 119% Range: 1.1x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)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 115% Range: 1.1x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical 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 3 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 69491654608.88 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. |
Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+0 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+0 eff.) Max.HP +20.00 Unarmed combat: Power 107% Range: 1.4x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 83% Melee+ +10 silence Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Betyda the Hailcut (0 def, 3 armour) Betyda the Hailcut (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Dex +4 Mag +2 Wil +1 Cun dps ---------- Dmg.mod +3% cold ----- def ----- Armour +3 Fatigue +5% ---------- misc Stam/ret +0.90 Equi/ret +0.90 Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+0 eff.) Mind.save +12 (+2 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 3.5 Pwr.cost 16 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 10. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Glareradiance the drakeskin leather cap (0 def, 5 armour) Glareradiance the drakeskin leather cap (0 def, 5 armour)2.0 T5 head armor [Rare] Master While equipped: Stats +10 Con dps ---------- Dmg.mod +15% light +15% acid Res.pen +20% light Melee Ret 8 acid On Hit (Melee): * 23% chance to slow global speed by 134% ----- def ----- Armour +5 Fatigue +5% Resists +27% cold +9% nature +18% darkness A cap made of leather. |
Lelesta the iron helm (0 def, 3 armour) Lelesta the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind On Hit (Melee): * 10% chance to slow global speed by 134% * 20% chance to reduce all saves and defense by 98 ----- def ----- Armour +3 Fatigue +5% Resists +11% darkness +11% light +9% mind +5% arcane +9% nature A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Rainwire (0 def, 1 armour) Rainwire (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% fire Res.pen +25% cold Melee Ret 4 cold ----- def ----- Armour +1 Fatigue +1% Resists +17% cold ---------- misc Breathe water A cap made of leather. |
iron helm 'Curedredge' (0 def, 3 armour) iron helm 'Curedredge' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 134% * 10 arcane resource burn ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +15% fire +9% darkness +3% light ---------- misc Stam/ret +0.90 Equi/ret +0.90 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Poxgash' (0 def, 1 armour) rough leather cap 'Poxgash' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Res.pen +5% cold Melee Ret 4 nature ----- def ----- Armour +1 Fatigue +1% Resists +6% nature +9% cold ---------- misc Light +2 A cap made of leather. |
Belymina the steel mail armour (2 def, 14 armour) Belymina the steel mail armour (2 def, 14 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Master While equipped: ----- def ----- Armour +14 Defense +2 (+0 eff.) Fatigue +12% Resists +23% acid +5% physical +9% nature Phys.save +11 (+1 eff.) A suit of armour made of mail. |
Dawngash the stralite mail armour (4 def, 8 armour) Dawngash the stralite mail armour (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +4 Dex +3 Mag +7 Wil +9 Con dps ---------- Crit.mult +15.00% Res.pen +28% light ----- def ----- Armour +8 Defense +4 (+0 eff.) Fatigue +12% Resists +9% arcane Spell.save +22 (+2 eff.) ---------- misc Psi/ret +0.16 A suit of armour made of mail. |
Iron Mail of Bloodletting (2 def, 4 armour) Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Lisobeth the stralite mail armour (17 def, 16 armour) Lisobeth the stralite mail armour (17 def, 16 armour)14.0 T4 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Cun +2 Str dps ---------- Melee+ 19 acid 16 fire Dmg.mod +12% blight Res.pen +15% arcane Melee Ret 12 acid 15 fire ----- def ----- Armour +16 Defense +17 (+1 eff.) Fatigue +12% Resists +20% acid +22% cold +20% fire Mind.save +19 (+2 eff.) ---------- misc Light +1 See.Invis +9 A suit of armour made of mail. |
iron mail armour 'Shockgash' (2 def, 4 armour) iron mail armour 'Shockgash' (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Dex dps ---------- Res.pen +20% lightning ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +6% lightning +16% fire Spell.save +6 (+0 eff.) ---------- misc Light +3 See.Invis +12 A suit of armour made of mail. |
voratun mail armour 'Blazepain' (5 def, 10 armour) voratun mail armour 'Blazepain' (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +30% light +9% darkness Res.pen +25% darkness +15% light On Hit (Melee): * 20% chance to reduce damage dealt by 77% ----- def ----- Armour +10 Defense +5 (+0 eff.) Fatigue +12% Resists +9% mind Mind.save +22 (+3 eff.) ---------- misc Light +3 A suit of armour made of mail. |
Nature's Blessing (8 def, 6 armour) Nature's Blessing (8 def, 6 armour)9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+0 eff.) Rng.Def +4 (+0 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+2 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Spinal Cage (5 def, 8 armour) Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+0 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 3.5 Pwr.cost 9 out of 30/30. Range 7 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 6 turns. The bone will also deal 20302340056.94 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+0 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Thunderbiter the rough leather armour (3 def, 2 armour) Thunderbiter the rough leather armour (3 def, 2 armour)9.0 T1 light armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +5% lightning On Hit (Melee): * 20% chance to slow global speed by 134% ----- def ----- Armour +2 Defense +3 (+0 eff.) Fatigue +6% Resists +3% nature Max.HP +23.00 HP.reg +2.00 Heal.mod +11% A suit of armour made of leather. |
Zanykalthotir (31 def, 16 armour) Zanykalthotir (31 def, 16 armour)9.0 T4 light armor [Rare] Master While equipped: Stats +8 Cun +6 Dex dps ---------- Dmg.mod +21% temporal ----- def ----- Armour +16 Defense +31 (+1 eff.) Fatigue +8% Resists +18% acid Max.HP +60.00 Heal.mod +21% Blind- +20% Poison- +21% Disease- +20% Def/telep +16 Res/telep +16% Dur/telep +16% A suit of armour made of leather. |
cured leather armour 'Prismwish' (6 def, 4 armour) cured leather armour 'Prismwish' (6 def, 4 armour)9.0 T2 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% arcane +6% temporal Res.pen +25% light ----- def ----- Armour +4 Defense +6 (+0 eff.) Fatigue +7% Resists +18% lightning +5% arcane +20% light ---------- misc Light +3 A suit of armour made of leather. |
searing cured leather armour of command (12 def, 8 armour) searing cured leather armour of command (12 def, 8 armour)9.0 T2 light armor [Ego++] Arcane/Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 10 acid 10 fire Melee Ret 10 acid 11 fire ----- def ----- Armour +8 Defense +12 (+0 eff.) Fatigue +7% Resists +13% acid +13% fire Mind.save +15 (+2 eff.) A suit of armour made of leather. |
dwarven-steel plate armour 'Rainpiety' (0 def, 11 armour) dwarven-steel plate armour 'Rainpiety' (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Dmg.mod +9% nature Res.pen +15% mind +10% light Melee Ret 10 nature 4 light On Hit (Melee): * 20% chance to slow global speed by 134% ----- def ----- Armour +11 Fatigue +22% Resists +21% lightning +12% mind A suit of armour made of metal plates. |
Black Mesh (8 def, 2 armour, 150% power, 120 block) Black Mesh (8 def, 2 armour, 150% power, 120 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 150% Range: 1.2x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +120 While equipped: Stats +5 Wil dps ---------- On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it ----- def ----- Armour +2 Defense +8 (+0 eff.) Rng.Def +8 (+0 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Fire Dragon Shield (16 def, 9 armour, 170% power, 220 block) Fire Dragon Shield (16 def, 9 armour, 170% power, 220 block)7.0 T4 shield armor Reqs Shield usage training [Unique] Nature/Master When used to Attack: Power 170% Range: 1.2x Uses 40% Wil, 50% Mag, 100% Str Dmg Fire 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 (+0 eff.) Rng.Def +15 (+0 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. |
The Black Wall (12 def, 9 armour, 164% power, 200 block) The Black Wall (12 def, 9 armour, 164% power, 200 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 164% Range: 1.2x Uses 40% Wil, 50% Mag, 100% Str Dmg Darkness Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +200 While equipped: dps ---------- Melee Ret 10 darkness ----- def ----- Armour +9 Defense +12 (+0 eff.) Rng.Def +15 (+0 eff.) Fatigue +28% ---------- misc Talents +1 Block Masteries +0.20 Technique/Shield defense +0.20 Technique/Shield offense +0.20 Corruption/Doom shield ShadowPwr +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
Wrathroot's Barkwood (9 def, 10 armour, 131% power, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 131% power, 60 block)7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 131% Range: 1.4x Uses 40% Wil, 50% Mag, 150% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+0 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
iron shield 'Frostblow' (0 def, 11 armour, 93% power, 38.5 block) iron shield 'Frostblow' (0 def, 11 armour, 93% power, 38.5 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 93% Range: 1.2x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +38 On Hit.r1 +4 cold While equipped: dps ---------- Phys.crit +3.0% ----- def ----- Armour +11 Fatigue +8% Resists +9% cold +11% physical ---------- misc Max.stam +10.00 Talents +1 Block Handheld deflection devices. |
stralite shield 'Armiran' (15 def, 24 armour, 154% power, 140 block) stralite shield 'Armiran' (15 def, 24 armour, 154% power, 140 block)7.0 T4 shield armor Reqs Shield usage training [Rare] Arcane When used to Attack: Power 154% Range: 1.2x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +140 Melee+ +18 fire On Hit.r1 +12 physical While equipped: Stats +6 Str dps ---------- Spell.crit +3% Crit.mult +20.74% Res.pen +26% blight Melee Ret 24 fire ----- def ----- Armour +24 Defense +15 (+0 eff.) Fatigue +8% Resists +18% fire ---------- misc Mana/turn +0.24 Max.mana +60.00 Max.stam +31.10 Talents +1 Block Handheld deflection devices. |
voratun shield 'Toxinumbra' (0 def, 10 armour, 179% power, 200 block) voratun shield 'Toxinumbra' (0 def, 10 armour, 179% power, 200 block)7.0 T5 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 180% Range: 1.2x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +200 While equipped: Stats +5 Cun +11 Wil dps ---------- Mind.pwr +31 (+2 eff.) Res.pen +26% nature +26% mind ----- def ----- Armour +10 Fatigue +8% Resists +30% lightning ---------- misc Hate/m.crit +5.23 Talents +1 Block Handheld deflection devices. |
Fognoon (15/15, 118% power, 7 apr) Fognoon (15/15, 118% power, 7 apr)3.0 T2 arrow ammo [Rare] Master Power 119% Range: 1.4x Uses 40% Wil, 50% Str, 50% Mag 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +12.5% Capacity 15 Ranged+ +20 lightning +4 darkness On Crit.r2 +16 darkness +16 lightning On Hit: * 20% chance to reduce damage dealt by 77% 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. |
Hellsgash (17/17, 110% power, 5 apr) Hellsgash (17/17, 110% power, 5 apr)3.0 T1 arrow ammo [Rare] Nature Power 110% Range: 1.4x Uses 40% Wil, 50% Str, 50% Mag 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 17 Ranged+ +15 lightning +8 fire +20 light On Hit.r1 +20 fire On Crit.r2 +11 lightning On Hit: * 20 arcane resource burn Arrows are used with bows to pierce your foes to death. |
Hornet Stingers (20/20, 117% power, 10 apr) Hornet Stingers (20/20, 117% power, 10 apr)3.0 T2 arrow ammo [Unique] Nature Power 117% Range: 1.4x Uses 40% Wil, 70% Dex, 50% Mag 50% Str Dmg Physical 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. |
Mardetontir the Flowerraider (13/13, 105% power, 5 apr) Mardetontir the Flowerraider (13/13, 105% power, 5 apr)3.0 T1 arrow ammo [Rare] Master Power 106% Range: 1.4x Uses 40% Wil, 50% Str, 50% Mag 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +9 Apr +5 Crit +1.0% Capacity 13 Ranged+ +8 nature On Hit.r1 +4 lightning +8 nature On Crit.r2 +4 nature +8 lightning On Hit: * 20% chance to slow global speed by 134% Arrows are used with bows to pierce your foes to death. |
Vorulratta the Blindrock (21/21, 118% power, 7 apr) Vorulratta the Blindrock (21/21, 118% power, 7 apr)3.0 T2 arrow ammo [Rare] Psionic Power 118% Range: 1.4x Uses 40% Wil, 50% Str, 50% Mag 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 21 Ranged+ +16 acid +20 light On Hit.r1 +20 acid On Crit.r2 +20 light +8 acid On Hit: * 20% chance to reduce armor by 59% * 50% chance to put 1 talent on cooldown for 17 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows 'Zubuldamira' (46/46, 119% power, 7 apr) quiver of ash arrows 'Zubuldamira' (46/46, 119% power, 7 apr)3.0 T2 arrow ammo [Rare] Master Power 120% Range: 1.4x Uses 40% Wil, 50% Str, 50% Mag 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 46 Ranged+ +20 mind +16 arcane On Hit.r1 +20 mind +20 arcane While equipped: ---------- misc Reload +5 Arrows are used with bows to pierce your foes to death. |
2 hematite 2 hematite0.0 T2 black gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
5 nuummite 5 nuummite0.0 T1 black gem [Normal] While equipped: Stun/Frz- +20% Item imbue powers: Stun/Frz- +20% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
4 obsidian 4 obsidian0.0 T4 black gem [Normal] While equipped: Stun/Frz- +50% Item imbue powers: Stun/Frz- +50% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
onyx onyx0.0 T3 black gem [Normal] While equipped: Stun/Frz- +40% Item imbue powers: Stun/Frz- +40% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
2 agate 2 agate0.0 T1 blue gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
106 alchemist agate 106 alchemist agate0.0 T1 blue alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
diamond diamond0.0 T5 blue gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.0 T4 blue gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Eminne the Bogtooth (dig speed 15 turns) Eminne the Bogtooth (dig speed 15 turns)3.0 T3 digger tool [Random Unique] Master While equipped: Stats +6 Cun +2 Str dps ---------- Dmg.mod +9% nature Res.pen +20% nature Acc +9 (+1 eff.) Melee Ret 2 nature On Hit (Melee): * 20% chance to slow global speed by 134% * 10% chance to reduce strength, dexterity, and constitution by 49 ---------- misc Infravis +8 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Duvykath' (dig speed 30 turns) dwarven-steel pickaxe 'Duvykath' (dig speed 30 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str dps ---------- Spell.pwr +15 (+0 eff.) Mind.pwr +30 (+2 eff.) Dmg.mod +6% arcane +27% blight ----- def ----- Fatigue -8% ---------- misc Hate/m.crit +5.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
4 emerald 4 emerald0.0 T5 green gem [Normal] While equipped: Dmg.mod +10% all Defense +30 (+1 eff.) Item imbue powers: Dmg.mod +10% all Defense +30 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 jade 5 jade0.0 T3 green gem [Normal] While equipped: Dmg.mod +6% all Defense +20 (+1 eff.) Item imbue powers: Dmg.mod +6% all Defense +20 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 malachite 3 malachite0.0 T2 green gem [Normal] While equipped: Dmg.mod +4% all Defense +15 (+0 eff.) Item imbue powers: Dmg.mod +4% all Defense +15 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.0 T4 green gem [Normal] While equipped: Dmg.mod +8% all Defense +25 (+1 eff.) Item imbue powers: Dmg.mod +8% all Defense +25 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
verdite verdite0.0 T1 green gem [Normal] While equipped: Dmg.mod +2% all Defense +10 (+0 eff.) Item imbue powers: Dmg.mod +2% all Defense +10 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Aerydil Aerydil2.0 T1 lite [Rare] Nature While equipped: Stats +1 Dex ----- def ----- Resists +5% arcane +3% nature +6% light Max.HP +42.00 Stun/Frz- +10% ---------- 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. |
Islugata Islugata2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +15% acid ----- def ----- Crit.chn- 15.00% Phys.save +9 (+0 eff.) Die.at -20.00 life Heal.mod +10% Disease- +20% ---------- 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. |
Planar Beacon Planar Beacon1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 3.5 Pwr.cost 12 out of 25/25. Range 6 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 32792519891.01 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 32792519891.01 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Spectral Cage Spectral Cage0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+0 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Release a will o' the wisp that will explode against your foes for -172871059 cold damage (based on your Magic). Uses 9 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Eye of the Dreaming One Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+0 eff.) ----- def ----- Mind.save +10 (+1 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 4.5 Pwr.cost 9 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 84 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+0 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 bloodstone 2 bloodstone0.0 T5 red gem [Normal] While equipped: Phys.spd +10% Spell.spd +10% Mind.spd +10% Item imbue powers: Phys.spd +10% Spell.spd +10% Mind.spd +10% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 carnelian 4 carnelian0.0 T2 red gem [Normal] While equipped: Phys.spd +4% Spell.spd +4% Mind.spd +4% Item imbue powers: Phys.spd +4% Spell.spd +4% Mind.spd +4% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 garnet 2 garnet0.0 T3 red gem [Normal] While equipped: Phys.spd +6% Spell.spd +6% Mind.spd +6% Item imbue powers: Phys.spd +6% Spell.spd +6% Mind.spd +6% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.0 T4 red gem [Normal] While equipped: Phys.spd +8% Spell.spd +8% Mind.spd +8% Item imbue powers: Phys.spd +8% Spell.spd +8% Mind.spd +8% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.0 T1 red gem [Normal] While equipped: Phys.spd +2% Spell.spd +2% Mind.spd +2% Item imbue powers: Phys.spd +2% Spell.spd +2% Mind.spd +2% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 244400002419.56 fire damage (based on Magic). Uses 23 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (4/4) Rod of Recall (4/4)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 90 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Lighttrail (22/22, 177% power, 6 apr) Lighttrail (22/22, 177% power, 6 apr)3.0 T5 shot ammo [Rare] Master Power 178% Range: 1.2x Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 22 Ranged+ +22 acid +22 light +22 mind On Hit.r1 +20 light On Crit.r2 +22 light On Hit: * 22% chance to reduce armor by 59% Shots are used with slings to pummel your foes to death. |
Pusquarry the pouch of steel shots (19/45, 122% power, 2 apr) Pusquarry the pouch of steel shots (19/45, 122% power, 2 apr)3.0 T2 shot ammo [Rare] Master Power 122% Range: 1.2x Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 45 Ranged+ +20 light On Hit.r1 +20 nature On Crit.r2 +20 nature +12 light On Hit: * 20% chance to slow global speed by 134% While equipped: ---------- misc Reload +3 Shots are used with slings to pummel your foes to death. |
Skyimmortal the pouch of stralite shots (21/21, 153% power, 5 apr) Skyimmortal the pouch of stralite shots (21/21, 153% power, 5 apr)3.0 T4 shot ammo [Rare] Arcane Power 154% Range: 1.2x Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 21 Ranged+ +21 acid +21 lightning On Hit.r1 +20 blight +21 acid On Crit.r2 +16 acid +21 lightning On Hit: * 21% chance to reduce armor by 59% * 21% chance to reduce strength, dexterity, and constitution by 49 * 25% chance for lightning to strike from the target to a second target dealing 190 damage Shots are used with slings to pummel your foes to death. |
4 enormous geode 4 enormous geode0.0 T5 stone gem [Normal] While equipped: HP.reg +2.50 Heal.mod +10% Stam/turn +1.00 Mana/turn +1.00 Psi/turn +1.00 Item imbue powers: HP.reg +2.50 Heal.mod +10% Stam/turn +1.00 Mana/turn +1.00 Psi/turn +1.00 Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
geode geode0.0 T3 stone gem [Normal] While equipped: HP.reg +1.50 Heal.mod +10% Stam/turn +0.60 Mana/turn +0.60 Psi/turn +0.60 Item imbue powers: HP.reg +1.50 Heal.mod +10% Stam/turn +0.60 Mana/turn +0.60 Psi/turn +0.60 Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
3 large geode 3 large geode0.0 T4 stone gem [Normal] While equipped: HP.reg +2.00 Heal.mod +10% Stam/turn +0.80 Mana/turn +0.80 Psi/turn +0.80 Item imbue powers: HP.reg +2.00 Heal.mod +10% Stam/turn +0.80 Mana/turn +0.80 Psi/turn +0.80 Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
2 small geode 2 small geode0.0 T2 stone gem [Normal] While equipped: HP.reg +1.00 Heal.mod +10% Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Item imbue powers: HP.reg +1.00 Heal.mod +10% Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
3 tiny geode 3 tiny geode0.0 T1 stone gem [Normal] While equipped: HP.reg +0.50 Heal.mod +10% Stam/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 Item imbue powers: HP.reg +0.50 Heal.mod +10% Stam/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
The Jolt The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
Elilratha the Starwinnow [power 206] (7 cooldown) Elilratha the Starwinnow [power 206] (7 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Mind.crit +6% Res.pen +15% mind ----- def ----- Resists +6% light ---------- misc Psi/ret +0.08 Max.hate +6.00 Sting an enemy dealing -874836276 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 7 cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Honeywood Chalice Honeywood Chalice2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+0 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
6 amethyst 6 amethyst0.0 T2 violet gem [Normal] While equipped: Crit.mult +4.00% Res.pen +4% all Item imbue powers: Crit.mult +4.00% Res.pen +4% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.0 T1 violet gem [Normal] While equipped: Crit.mult +2.00% Res.pen +2% all Item imbue powers: Crit.mult +2.00% Res.pen +2% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
kunzite kunzite0.0 T4 violet gem [Normal] While equipped: Crit.mult +8.00% Res.pen +8% all Item imbue powers: Crit.mult +8.00% Res.pen +8% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 sugilite 4 sugilite0.0 T3 violet gem [Normal] While equipped: Crit.mult +6.00% Res.pen +6% all Item imbue powers: Crit.mult +6.00% Res.pen +6% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 tanzanite 4 tanzanite0.0 T5 violet gem [Normal] While equipped: Crit.mult +10.00% Res.pen +10% all Item imbue powers: Crit.mult +10.00% Res.pen +10% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Burning Star Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 14 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. |
moonstone moonstone0.0 T4 white gem [Normal] While equipped: Armour +16 Resists +4% all Item imbue powers: Armour +16 Resists +4% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
opal opal0.0 T3 white gem [Normal] While equipped: Armour +12 Resists +3% all Item imbue powers: Armour +12 Resists +3% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl pearl0.0 T5 white gem [Normal] While equipped: Armour +22 Resists +5% all Item imbue powers: Armour +22 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.0 T1 white gem [Normal] While equipped: Armour +5 Resists +1% all Item imbue powers: Armour +5 Resists +1% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
zircon zircon0.0 T2 white gem [Normal] While equipped: Armour +8 Resists +2% all Item imbue powers: Armour +8 Resists +2% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber 2 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +8.0% Spell.crit +8% Mind.crit +8% Item imbue powers: Phys.crit +8.0% Spell.crit +8% Mind.crit +8% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
fire opal fire opal0.0 T5 yellow gem [Normal] While equipped: Phys.crit +10.0% Spell.crit +10% Mind.crit +10% Item imbue powers: Phys.crit +10.0% Spell.crit +10% Mind.crit +10% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 tiger's eye 3 tiger's eye0.0 T3 yellow gem [Normal] While equipped: Phys.crit +6.0% Spell.crit +6% Mind.crit +6% Item imbue powers: Phys.crit +6.0% Spell.crit +6% Mind.crit +6% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
topaz topaz0.0 T2 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Super Steraemph the Hulk Writhing One level 50
29th Haze 122nd year of Ascendancy at 18:43 see stats
By Super Steraemph the Hulk Writhing One level 50
23rd Regrowth 123rd year of Ascendancy at 10:57 see stats
By Super Steraemph the Hulk Writhing One level 50
23rd Haze 122nd year of Ascendancy at 05:05 see stats
By Super Steraemph the Hulk Writhing One level 6
74th Pyre 122nd year of Ascendancy at 16:23 see stats
By Super Steraemph the Hulk Writhing One level 50
35th Haze 122nd year of Ascendancy at 23:32 see stats
By Super Steraemph the Hulk Writhing One level 50
23rd Regrowth 123rd year of Ascendancy at 12:01 see stats
By Super Steraemph the Hulk Writhing One level 50
78th Pyre 122nd year of Ascendancy at 06:36 see stats
By Super Steraemph the Hulk Writhing One level 10
74th Pyre 122nd year of Ascendancy at 16:23 see stats
By Super Steraemph the Hulk Writhing One level 20
74th Pyre 122nd year of Ascendancy at 16:23 see stats
By Super Steraemph the Hulk Writhing One level 30
74th Pyre 122nd year of Ascendancy at 16:23 see stats
By Super Steraemph the Hulk Writhing One level 40
77th Pyre 122nd year of Ascendancy at 07:16 see stats
By Super Steraemph the Hulk Writhing One level 50
77th Pyre 122nd year of Ascendancy at 09:11 see stats
By Super Steraemph the Hulk Writhing One level 50
23rd Regrowth 123rd year of Ascendancy at 10:57 see stats
By Super Steraemph the Hulk Writhing One level 50
12nd Haze 122nd year of Ascendancy at 14:29 see stats
By Super Steraemph the Hulk Writhing One level 30
74th Pyre 122nd year of Ascendancy at 17:31 see stats
By Super Steraemph the Hulk Writhing One level 1
74th Pyre 122nd year of Ascendancy at 16:23 see stats
By Super Steraemph the Hulk Writhing One level 50
23rd Regrowth 123rd year of Ascendancy at 10:57 see stats
By Super Steraemph the Hulk Writhing One level 50
23rd Regrowth 123rd year of Ascendancy at 10:57 see stats
By Super Steraemph the Hulk Writhing One level 30
75th Pyre 122nd year of Ascendancy at 13:17 see stats
By Super Steraemph the Hulk Writhing One level 50
13rd Regrowth 123rd year of Ascendancy at 13:38 see stats
By Super Steraemph the Hulk Writhing One level 3
74th Pyre 122nd year of Ascendancy at 16:23 see stats
By Super Steraemph the Hulk Writhing One level 2
74th Pyre 122nd year of Ascendancy at 16:23 see stats
By Super Steraemph the Hulk Writhing One level 50
22nd Haze 122nd year of Ascendancy at 12:51 see stats
Log
Talent Track is ready to use.
Super Steraemph uses Track.
Ran for 2 turns (stop reason: interesting terrain).
You don't see how to get there...
You don't see how to get there...
Super Steraemph deactivates Chaos Orbs.
Chaos Orbs has been disrupted by anti-magic forces!
Ran for 11 turns (stop reason: didn't move).
Talent Chaos Orbs is ready to use.
Super Steraemph activates Chaos Orbs.
Worm that walks (servant of Super Steraemph) no longer seems to be in sync with his ally.
Super Steraemph no longer seems to be in sync with his ally.
Super Steraemph links closer to his ally!
Worm that walks (servant of Super Steraemph) links closer to his ally!
Talent Track is ready to use.
Super Steraemph uses Track.
You don't see how to get there...
Worm that walks (servant of Super Steraemph) no longer seems to be in sync with his ally.
Super Steraemph no longer seems to be in sync with his ally.
Saving game...
Saving done.