











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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 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 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 Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Dwarf |
Class | Wyrmic |
Level / Exp | 49 / 51% |
Size | big |
Lifes / Deaths | Killed by Blood Master at level 20 on the 25th Stralite 123rd year of Ascendancy at 23:41 1 / 6Killed by Velilena the skeleton master archer at level 21 on the 45th Stralite 123rd year of Ascendancy at 15:51 Killed by elven cultist at level 25 on the 19th Wealth 123rd year of Ascendancy at 12:07 Killed by Grand Corruptor at level 26 on the 18th Dearth 123rd year of Ascendancy at 09:45 Killed by Fert at level 46 on the 33rd Stralite 125th year of Ascendancy at 03:27 Killed by Fert at level 46 on the 33rd Stralite 125th year of Ascendancy at 06:04 |
Primary Stats
Strength | 126 (base 65) |
Dexterity | 14 (base 12) |
Constitution | 23 (base 19) |
Magic | 52 (base 9) |
Willpower | 120 (base 64) |
Cunning | 90 (base 62) |
Resources
Life | 2298/2298 |
Equilibrium | 155 |
Psi | 210/210 |
Healing Factor | 1.7199022211821 |
Regeneration | 117.01385945243 |
Speed
Mental | +20.30930844295% |
Attack | +20.30930844295% |
Movement | +16.44168646096% |
Spell | +12% |
Global | +107% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 4 |
See Invisible | 8 |
Offense: Mainhand
Damage | 76 |
Accuracy | 58 |
Crit Chance | 63% |
APR | 40 |
Speed | 0.83 |
Offense: Offhand
Damage | 70 |
Accuracy | 58 |
Crit Chance | 63% |
APR | 32 |
Speed | 0.83 |
Offense: Spell
Spellpower | 54 |
Crit Chance | 47% |
Speed | 0.89285714285714 |
Offense: Mind
Mindpower | 81 |
Crit Chance | 87% |
Speed | 0.83119088035835 |
Offense: Damage Bonus
Acid | +67% |
Blight | +47% |
Arcane | +23% |
Cold | +103% |
All | +14% |
Darkness | +42% |
Physical | +30% |
Temporal | +29% |
Lightning | +76% |
Mind | +24% |
Fire | +117% |
Nature | +42% |
Offense: Damage Penetration
Acid | +24% |
Blight | +24% |
Arcane | +20% |
Mind | +5% |
Lightning | +24% |
Physical | +24% |
Darkness | +24% |
Cold | +39% |
Fire | +60% |
Nature | +24% |
Defense: Base
Armour (hardiness) | 75.77407418203 (30%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 0 |
Physical Save | 54 |
Spell Save | 56 |
Mental Save | 63 |
Defense: Resistances
Acid | + 32%( 70%) |
Blight | -5%( 70%) |
Arcane | -15%( 70%) |
Cold | + 29%( 70%) |
All | -21%( 70%) |
Darkness | + 11%( 70%) |
Physical | -12%( 70%) |
Temporal | -3%( 70%) |
Lightning | + 26%( 70%) |
Mind | -3%( 70%) |
Fire | + 70%( 70%) |
Nature | -8%( 70%) |
Defense: Immunities
Knockback Resistance | 20% |
Stun Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (4/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 602 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 41% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 280 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 34% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 3/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Wild-gift / Harmony | 1.40 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Elemental Harmony |
talent | Icy Skin |
beneficial effect | The target is surrounded by a fell aura, granting 40% critical damage bonus but -20% to all resistances. Fell Aura |
beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You failed to protect the injured seer from death by radiant horror. Escort: injured seer (level 6 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the repented thief from death by Ximikira the skeleton warrior. Escort: repented thief (level 8 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Norgos Lair. Escort: temporal explorer (level 2 of Norgos Lair)As a reward you improved talent Dream Walk (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 150. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed sandworm tooth. * You've found the needed vial of elder vampire blood. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed warg claw. * You've found the needed mummified bone. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed vial of fire wyrm saliva. * You've found the needed honey tree root. 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 length of troll intestine. * You've found the needed ice ant stinger. * You've found the needed multi-hued wyrm scale. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 65% (based on Cunning). Uses 50 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 | ![]() 0.0 T3 lite [Ego++] Arcane While equipped: Stats +5 Mag dps ---------- Spell.crit +3% Spell.pwr +13 (+4 eff.) ----- def ----- Resists +11% blight +8% darkness ---------- misc Light +6 Infravis +4 See.Invis +8 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 26 blight damage or heals 26 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T5 head armor [Unique] Arcane While equipped: Stats +10 Wil +10 Mag dps ---------- Spell.pwr +15 (+5 eff.) Mind.pwr +15 (+3 eff.) Melee+ 10 acid 10 fire 10 cold 10 lightning Dmg.mod +25% acid +25% fire +25% lightning +25% cold ----- def ----- Armour +10 Fatigue +5% Resists +25% acid +25% fire +25% lightning +25% cold This jeweled crown shimmers with colors. This item has been sent to the Item's Vault. |
On hands | ![]() 1.0 T4 hands armor [Ego++] Arcane/Master While equipped: dps ---------- Phys.crit +8.0% Spell.crit +19% Mind.crit +16% Crit.mult +12.00% Spell.pwr +11 (+4 eff.) ----- def ----- Armour +3 ---------- misc Mana/turn +0.19 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Mov.spd -16% Phys.spd +12% Spell.spd +12% Mind.spd +12% Dmg.mod +10% all +15% temporal ----- def ----- Resists -12% all +15% temporal Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards entropy). Uses 20 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: dps ---------- S.pwr/crit +6 Dmg.mod +9% blight +9% cold Res.pen +10% arcane ----- def ----- Max.HP +161.00 HP.reg +35.00 Heal.mod +43% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/s.crit +2.00 Max.vim +10.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Str +7 Wil +6 Cun +1 Con dps ---------- Phys.crit +4.0% Mind.pwr +10 (+2 eff.) Dmg.mod +3% darkness ----- def ----- Armour +14 Defense +15 (+7 eff.) Resists +6% darkness Max.HP +77.00 HP.reg +16.00 Heal.mod +18% ---------- misc Stam/turn +3.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.6 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 417 (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. |
In main hand | ![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 16.0 - 17.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Hit: * 10% chance to reduce armor by 36% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Melee+ 16 cold 6 mind 15 darkness Dmg.mod +12% acid +9% darkness +21% lightning +5% mind +25% fire +9% arcane +39% cold Res.pen +10% arcane +15% cold ----- def ----- Armour +19 Resists +9% acid +12% cold +5% arcane ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.20 Psionic/Projection 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. |
Around waist | ![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+3 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. |
In off hand | ![]() 3.0 T4 mindstar 1H weapon [Ego++] Nature/Psionic Power 12.0 - 13.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) All.spd +7% Melee+ 6 fire Dmg.mod +5% mind +17% fire Res.pen +5% mind +16% fire ----- def ----- Resists +5% mind +10% fire Dmg.Resnn +21% ---------- misc Psi/ret +1.30 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. |
Cloak | ![]() 2.0 T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun dps ---------- Phys.crit +10.0% Mind.crit +10% Mind.pwr +20 (+4 eff.) Melee+ 30 mind 30 darkness Dmg.mod +4% all Melee Ret 30 mind 30 darkness ----- def ----- Defense +14 (+6 eff.) Resists +10% darkness +10% mind Mind.save +10 (+2 eff.) Stealth +12 ---------- misc Hate/kill +5.00 Talents +5 Dark Vision Masteries +0.30 Cursed/Gloom +0.30 Cursed/Darkness On Mind Hit: 10% Creeping Darkness 3 Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. This item has been sent to the Item's Vault. |
Main armor | ![]() 2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+4 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+7 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 908% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 25% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (89% of a turn) Is a spell Description: Inflicts 812.70 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (89% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (89% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 219 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-2 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. |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+7 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Spell.crit +8% Spell.pwr +7 (+2 eff.) Dmg.mod +10% fire -5% cold ----- def ----- Resists +20% fire -20% cold Affinity +30% fire Blind- +40% On Spell Hit: 10% Volcano 3 A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Con ----- def ----- Resists +9% lightning +16% light +12% blight +3% mind +25% darkness Crit.chn- 10.00% Phys.save +37 (+11 eff.) Spell.save +22 (+7 eff.) Mind.save +34 (+8 eff.) Max.HP +44.00 HP.reg +8.00 Blind- +46% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +9 (+3 eff.) Spell.spd +15% ----- def ----- Silence- +100% ---------- misc Max.mana +50.00 Max.vim +50.00 See.Invis +20 No force can hope to silence the wearer of this amulet. |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +5 Mag +5 Con dps ---------- Dmg.mod +10% lightning +10% fire +10% cold Acc +15 (+13 eff.) Apr +11 ----- def ----- Defense +14 (+6 eff.) ---------- misc Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +27% fire Melee Ret 8 lightning ----- def ----- Armour +6 Fatigue -10% Die.at -80.00 life Disarm- +20% Confus- +20% Pinning- +20% ---------- misc Max.enc +40 Rings make your fingers look great! |
![]() 5.0 T2 staff 2H weapon [Unique] Arcane Power 16.0 - 19.2 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% Dmg.conv 50% blight While equipped: dps ---------- Spell.crit +4% Spell.pwr +14 (+5 eff.) Dmg.mod +18% arcane +18% blight ----- def ----- Resists +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 45 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
![]() 5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+5 eff.) ----- def ----- Resists +30% blight +30% nature Affinity +20% nature Spell.save +15 (+5 eff.) ---------- misc Talents +1 Command Staff Cure up to 5 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 64.0 - 76.8 Physical Uses 140% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +10 Atk.spd 100% Melee+ +10% confusion While equipped: dps ---------- Spell.crit +18% Spell.pwr +12 (+4 eff.) Dmg.mod +20% physical Acc +7 (+7 eff.) ---------- misc Masteries +0.20 Spell/Staff combat Channel Staff: Level 2.0 Pwr.cost 9 out of 20/20. Range 8 Travel.spd 2000% of base Is a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 30.0 - 36.0 Gravity pin Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +8 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +25 (+8 eff.) Dmg.mod +20% physical +10% temporal ----- def ----- Resists +15% physical ---------- misc Masteries +0.10 Chronomancy/Gravity +0.10 Chronomancy/Matter +0.10 Spell/Earth Gravity Spike: Level 3.0 Pwr.cost 14 out of 14/14. Range 6 Travel.spd instantaneous Is a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 117.57 physical (gravity) damage. Each target moved beyond the first increases the damage by 14.70 (up to a maximum of 58.78 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Cold Uses 150% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +20 (+6 eff.) Dmg.mod +20% acid +20% cold +20% darkness +20% blight ---------- misc Talents +1 Command Staff Masteries +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Master of flesh +0.10 Spell/Necrosis +0.10 Spell/Master necromancer +0.10 Spell/Master of bones It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Fire Uses 100% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+3 eff.) Dmg.mod +20% lightning +20% fire +20% arcane +20% cold ---------- misc Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 This unique-looking staff is carved with runes of destruction. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +20 (+6 eff.) Dmg.mod +30% cold Phasing +22% ----- def ----- Defense +22 (+9 eff.) Shield.pwr +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +18 (+6 eff.) Dmg.mod +30% lightning +30% cold +30% arcane +30% fire ----- def ----- Armour +10 Defense +11 (+5 eff.) ---------- misc Wards +3 lightning +3 cold +3 arcane +3 fire Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +22.00% Spell.pwr +22 (+7 eff.) Melee+ 24 fire Dmg.mod +30% cold ----- def ----- Armour +10 Defense +8 (+4 eff.) ---------- misc See.Invis +11 Wards +3 cold Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego++] Arcane/Nature Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +5% Spell.pwr +33 (+10 eff.) Dmg.mod +30% cold ----- def ----- HP.reg +0.80 Heal.mod +21% ---------- misc Mana/turn +0.54 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +10.0% Spell.crit +20% Spell.pwr +22 (+7 eff.) Melee+ 37 arcane Dmg.mod +30% temporal ---------- misc Max.mana +63.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+5 eff.) Dmg.mod +30% physical ----- def ----- Resists +15% physical ---------- misc Mana/turn +0.30 Max.mana +58.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +5% Spell.pwr +22 (+7 eff.) Dmg.mod +30% fire ---------- misc Mana/turn +0.26 Max.mana +144.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Mag +12 Wil +12 Cun dps ---------- Spell.crit +5% Spell.pwr +15 (+5 eff.) S.pwr/crit +8 Dmg.mod +30% cold ----- def ----- Resists +10% darkness +11% temporal Def/telep +13 Res/telep +21% Dur/telep +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 battleaxe 2H weapon [Unique] Master Power 45.0 - 67.5 Physical Uses 120% Str 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 (+3 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. |
![]() 3.0 T4 battleaxe 2H weapon [Unique] Master Power 63.0 - 94.5 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Crit +25.0% Atk.spd 100% On Crit: * decapitate a weakened target While equipped: dps ---------- Crit.mult +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
![]() 3.0 T5 battleaxe 2H weapon [Random Unique] Arcane/Master Power 57.0 - 85.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Hit.r1 +8 nature On Hit: * Create an explosion dealing 92 acid damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +14 Mag +13 Wil dps ---------- Phys.crit +24.0% Phys.pwr +10 (+3 eff.) Spell.pwr +17 (+6 eff.) Dmg.mod +42% acid Res.pen +30% acid Melee Ret 4 nature ----- def ----- Phys.save +3 (+1 eff.) Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Unique] Nature/Disrupt Power 72.0 - 108.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +50 acid +50 nature slow On Crit: * deal manaburn damage equal to your mindpower in a radius 3 cone While equipped: ---------- misc Cooldown Mana Clash -2 Ice Claw -1 Swallow -2 This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
![]() 3.0 T5 battleaxe 2H weapon [Ego++] Nature/Master Power 56.5 - 84.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit.r2 +54 lightning +31 cold On Crit: * Wound the target dealing 263 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +16 (+4 eff.) Mov.spd +48% Res.pen +16% lightning +20% cold Massive two-handed battleaxes. |
![]() 5.0 T3 greatmaul 2H weapon [Unique] Master Power 48.0 - 72.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% On Hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 126 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. While equipped: Stats +5 Str +5 Con dps ---------- Crit.mult +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
![]() 3.0 T3 greatsword 2H weapon [Unique] Arcane Power 48.0 - 76.8 Physical Uses 130% Str 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. |
![]() 3.0 T4 greatsword 2H weapon [Unique] Arcane/Master Power 68.0 - 108.8 Physical Uses 125% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +10.0% Atk.spd 100% HP.leech +8% Dmg.conv 50% fire burn While equipped: Stats +3 Cun +5 Str dps ---------- Dmg.mod +10% darkness +15% fire ----- def ----- Resists +15% fire Accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage. Uses 10 power out of 25/25 This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
![]() 3.0 T5 greatsword 2H weapon [Random Unique] Arcane/Nature/Master Power 62.0 - 99.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 153 damage over 5 turns and reducing armor and accuracy by 20 While equipped: Stats +3 Dex +17 Wil +17 Con dps ---------- Phys.crit +4.0% Dmg.mod +6% physical Res.pen +21% physical Acc +26 (+18 eff.) Apr +23 ----- def ----- Max.HP +45.00 Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Rare] Arcane Power 61.0 - 97.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit.r1 +8 darkness +8 mind On Crit.r2 +16 mind On Crit: * Splash the target with acid dealing 153 damage over 5 turns and reducing armor and accuracy by 20 While equipped: dps ---------- Dmg.mod +9% arcane +15% mind Res.pen +10% darkness Melee Ret 10 arcane ----- def ----- Resists +12% mind Massive two-handed swords. |
![]() 3.0 T1 trident 2H weapon [Unique] Arcane Power 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+10 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 29.32 cold damage and 18.75 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
![]() 3.0 T2 longsword 1H weapon [Ego++] Nature/Master Power 15.5 - 21.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Crit: * Wound the target dealing 263 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +7 Str +4 Dex +4 Mag +7 Wil +6 Cun +6 Con dps ---------- Phys.crit +8.0% Phys.pwr +5 (+1 eff.) Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon Reqs Dex 24 [Unique] Arcane In the past there was a dagger with it. Power 28.0 - 39.2 Physical Uses 20% Mag, 80% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+2 eff.) Dmg.mod +5% temporal ----- def ----- 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 untapped potential of time. |
![]() 3.0 T4 longsword 1H weapon [Unique] Arcane Power 40.0 - 56.0 Physical Uses 20% Mag, 90% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +40 Crit +8.0% Atk.spd 100% Dmg.conv 20% temporal On Hit: * deals 72 temporal damage and slows enemies in radius 6 of the target by 82% based on Magic While equipped: dps ---------- Dmg.mod +30% temporal +30% physical ----- def ----- Def/telep +20 Res/telep +20% Dur/telep +20% Blink Blade: Level 4.0 Pwr.cost 10 out of 10/10. Range 8 Travel.spd instantaneous Is a spell Description: Teleport to the target and attack with your melee weapons for 94% damage. Then teleport next to a second random enemy, attacking for 94% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
![]() 3.0 T5 longsword 1H weapon [Unique] Nature/Disrupt Power 42.0 - 58.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +20.0% Atk.spd 100% On Hit: * 50 arcane resource burn While equipped: ----- def ----- Resists +15% blight -15% physical +15% all ---------- misc Cooldown Mana Clash -2 Antimagic Zone -2 A thin voratun blade with an ivory handle wrapped in purple cloth. The weapon is nearly as legendary as its former owner, Marcus Dunn, and was thought to have been destroyed after Marcus was slain near the end of the Spellhunt. It seems somebody well versed in antimagic could use it to its fullest potential. |
![]() 3.0 T5 longsword 1H weapon [Ego+] Nature Power 41.0 - 57.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +45 fire While equipped: dps ---------- All.spd +3% Res.pen +11% fire Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Ego+] Master/Psionic Power 43.0 - 60.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +11 darkness Against +13% Living While equipped: dps ---------- Res.pen +9% all Acc +15 (+13 eff.) Apr +12 Sharp, long, and deadly. |
![]() 3.0 T4 mace 1H weapon [Ego++] Master Power 35.5 - 49.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Dex dps ---------- Phys.spd +10% Res.pen +10% all Acc +24 (+17 eff.) Apr +9 Blunt and deadly. |
![]() 3.0 T4 mace 1H weapon [Normal] Power 36.0 - 50.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Blunt and deadly. |
![]() 3.0 T4 waraxe 1H weapon [Ego++] Nature/Master Power 31.0 - 43.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% While equipped: Stats +10 Con +9 Wil dps ---------- Res.pen +13% physical Acc +18 (+14 eff.) Apr +11 ----- def ----- Max.HP +30.00 One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Arcane/Master Power 39.5 - 55.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +13 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +11.0% One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego] Arcane Power 40.5 - 56.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +13 blight +18 cold On Hit: * 14% chance to reduce strength, dexterity, and constitution by 26 One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego++] Arcane Power 41.5 - 58.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +14 blight On Hit: 20% Curse of Death 5 On Hit: 20% Epidemic 5 On Hit: * 11% chance to reduce strength, dexterity, and constitution by 26 While equipped: ----- def ----- Disease- +26% One-handed war axes. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 17 [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 50% Mag, 50% Dex 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 (+5 eff.) Spell.save +10 (+4 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Unique] Arcane The moon shines alone in a starless sky. Power 10.0 - 13.0 Darkness Uses 20% Str, 20% Dex Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Arcane Power 27.0 - 35.1 Physical Uses 35% Str, 20% Mag, 55% Dex 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 (+4 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. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Unique] Arcane The star shines alone in a moonless sky. Power 10.0 - 13.0 Light Uses 20% Str, 20% Dex 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. |
![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+7 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 1.0 T5 dagger 1H weapon [Unique] Arcane Power 42.0 - 54.6 Physical Uses 55% Mag, 35% Str Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+4 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 20.17 acid and 17.75 blight damage. If not cleared after five turns it will inflict 100.77 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
![]() 1.0 T5 dagger 1H weapon [Unique] Nature Power 40.0 - 52.0 Physical Uses 35% Dex, 30% Cun, 35% Str Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Hit: 20% Poisonous Bite 3 On Crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +15 Poison- +100% ---------- misc Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego] Arcane/Master Power 49.0 - 63.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit.r1 +9 fire Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego++] Master/Psionic Power 37.5 - 48.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Res.pen +12% physical Acc +12 (+11 eff.) Apr +11 Sharp, short and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Fire Uses 50% Wil, 30% Cun 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 (+2 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Fire Uses 50% Wil, 30% Cun 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 (+2 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Cold Uses 50% Wil, 30% Cun 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 (+2 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. |
![]() 3.0 T3 mindstar 1H weapon [Unique] Nature Power 10.0 - 11.0 Nature Uses 30% Wil, 50% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +6% Mind.pwr +12 (+2 eff.) Dmg.mod +8% cold +8% fire +8% physical ----- def ----- Heal/summ +30 ---------- misc Max.summ +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
![]() 3.0 T4 mindstar 1H weapon [Random Unique] Nature/Psionic Power 13.5 - 14.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Hit.r1 +8 fire While equipped: Stats +1 Str +3 Dex +1 Mag +3 Wil +3 Cun +3 Con dps ---------- Mind.crit +6% Mind.pwr +11 (+2 eff.) Melee+ 16 lightning 7 physical 6 cold 5 acid 5 fire Dmg.mod +4% lightning +18% fire +13% mind Res.pen +12% lightning ----- def ----- Resists +16% lightning +5% physical +5% fire +8% cold +5% acid ---------- misc Psi/m.crit +3.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic/Unknown Power 17.0 - 18.7 Darkness Uses 40% Wil, 30% Mag Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Wil +6 Mag dps ---------- Spell.crit +12% Mind.crit +12% Spell.pwr +12 (+4 eff.) Mind.pwr +12 (+2 eff.) Dmg.mod +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
![]() 3.0 T5 mindstar 1H weapon [Ego++] Nature/Psionic Power 15.5 - 17.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +17% lightning +24% cold +9% fire +13% physical ----- def ----- Defense +36 (+14 eff.) Pinning- +33% ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.10 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 whip 1H weapon Reqs Dex 48 [Unique] Arcane Power 55.0 - 60.5 Devouring flames Uses 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Crit +9.0% Atk.spd 125% On Hit: 20% Bone Nova 4 On Hit: 15% Blood Boil 3 While equipped: dps ---------- Spell.pwr +15 (+5 eff.) Dmg.mod +20% blight +20% fire ---------- misc See.Invis +2 Telepathy Demon/Minor Demon/Major While carried: dps ---------- Dmg.mod +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
![]() 4.0 T3 sling 1H weapon Reqs Dex 35 [Unique] Nature 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 (+5 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 3.0 Pwr.cost 8 out of 8/8. Range melee/personal Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% 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. |
![]() 4.0 T5 sling 1H weapon Reqs Dex 48 [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: dps ---------- Res.pen +7% all Acc +16 (+13 eff.) Apr +10 Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T4 shot ammo Reqs Dex 28 [Unique] Nature Power 39.0 - 46.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 Proj.spd +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
![]() 3.0 T5 shot ammo Reqs Dex 48 [Ego+] Arcane/Master Power 56.0 - 67.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +17.0% Capacity 24 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 153 damage over 5 turns and reducing armor and accuracy by 20 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo Reqs Dex 48 [Ego++] Master/Psionic Power 58.0 - 69.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +13 Crit +17.0% Capacity 19 Proj.spd +200% Ranged+ +17 darkness Against +10% Living Shots are used with slings to pummel your foes to death. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 48.0 - 57.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+8 eff.) Rng.Def +10 (+5 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 57.0 - 68.4 Stunning fire Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +7.0% Block +235 Dmg.conv 50% darkness On Hit: * releases a burst of dark fire, dealing damage equal to your magic stat While equipped: dps ---------- Spell.pwr +8 (+3 eff.) Melee Ret 24 darkness 24 fire ----- def ----- Armour +18 Defense +8 (+4 eff.) Rng.Def +12 (+6 eff.) Fatigue +25% Resists +20% darkness +35% fire ---------- misc Talents +1 Block This rugged stone shield flickers with bursts of pitch black flame. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 40.0 - 48.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +180 While equipped: dps ---------- On shield block: * 30% chance of petrifying the attacker. ----- def ----- Armour +25 Defense +5 (+2 eff.) Rng.Def +10 (+5 eff.) Fatigue +12% Resists +10% acid +10% physical +10% lightning +10% fire ---------- misc Talents +1 Block On block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 40.0 - 48.0 Physical Uses 120% Str Acc+ +2.0% proc dam (max 200%) Crit +9.0% Block +220 HP.leech +8% While equipped: Stats +10 Con dps ---------- Melee Ret 15 draining blight ----- def ----- Armour +15 Fatigue +19% Resists +25% blight +10% light HP.reg +5.00 ---------- misc Talents +1 Block Masteries +0.30 Cursed/Bloodstained Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 45.0 - 63.0 Darkness Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +10.0% Block +250 While equipped: dps ---------- Spell.pwr +20 (+6 eff.) Dmg.mod +40% darkness ----- def ----- Armour +20 Fatigue +2% Resists +25% darkness ---------- misc Talents +1 Block Masteries +0.30 Celestial/Star fury +0.30 Celestial/Twilight On Spell Hit: 10% Moonlight Ray 2 A large section of chitin removed from Nimisil. It continues to give off a strange white glow. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego++] Nature/Master When used to Attack: Power 67.0 - 80.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +268 While equipped: Stats +5 Con ----- def ----- Armour +17 Fatigue +8% Resists +12% acid +9% fire +9% lightning +12% cold Phys.save +14 (+5 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego++] Master When used to Attack: Power 73.5 - 88.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +258 While equipped: Stats +5 Con dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 263 physical damage over 5 turns (1/turn) ----- def ----- Armour +17 Fatigue +8% Phys.save +12 (+4 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego++] Arcane/Master When used to Attack: Power 65.0 - 78.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +254 Melee+ +18 light +19 darkness While equipped: Stats +4 Mag +8 Cun +5 Con dps ---------- Dmg.mod +15% light +16% darkness ----- def ----- Armour +18 Fatigue +8% Resists +15% light +14% darkness Phys.save +11 (+4 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 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 (+6 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. |
![]() 2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Phys.pwr +10 (+3 eff.) Spell.pwr +30 (+9 eff.) ----- def ----- Defense +6 (+3 eff.) Resists +15% all Spell.save +25 (+7 eff.) Blind- +50% ---------- misc See.Invis +10 On Spell Hit: 5% Blood Grasp 3 On Spell Hit: 5% Soul Rot 3 A silk robe, darker than the darkest night sky, it radiates power. |
![]() 2.0 T5 cloth armor [Ego++] Arcane While equipped: dps ---------- Dmg.mod +12% acid +13% physical +17% fire +20% cold ----- def ----- Resists +10% lightning +10% darkness +25% fire +15% all +16% acid +14% physical +10% blight +26% cold +9% light Phys.save +15 (+5 eff.) Spell.save +31 (+9 eff.) Mind.save +20 (+5 eff.) ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +6 Mag +7 Wil dps ---------- Dmg.mod +11% acid +17% physical +13% fire +12% cold ----- def ----- Resists +15% acid +18% physical +20% fire +16% cold +15% all ---------- misc Mana/turn +0.32 Psi/turn +0.30 Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +3 Cun dps ---------- Spell.crit +8% Spell.pwr +24 (+7 eff.) Dmg.mod +28% darkness +22% light +7% all ----- def ----- Resists +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +3 Cun dps ---------- Spell.crit +8% Spell.pwr +22 (+7 eff.) Dmg.mod +14% darkness +21% light +20% all ----- def ----- Resists +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +4 Wil +11 Mag dps ---------- Spell.pwr +10 (+3 eff.) S.pwr/crit +6 Dmg.mod +19% light ----- def ----- Armour +6 Defense +4 (+2 eff.) Resists +9% darkness +12% light +15% all Max.HP +59.00 Silence- +31% ---------- misc Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane/Nature While equipped: Stats +7 Mag dps ---------- Dmg.mod +14% light +19% acid ----- def ----- Armour +7 Defense +5 (+2 eff.) Resists +28% acid +12% darkness +12% light +15% all Max.HP +55.00 ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+2 eff.) Rng.Def +8 (+4 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() 9.0 T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con ----- def ----- Armour +7 Defense +6 (+3 eff.) Fatigue +7% Resists +35% nature Crit.chn- 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
![]() 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+6 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. |
![]() 9.0 T3 light armor [Ego+] Nature While equipped: Stats +2 Wil ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +14% blight +13% darkness ---------- misc Light +2 A suit of armour made of leather. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +15 Defense +4 (+2 eff.) Fatigue +12% Resists +8% acid +6% physical +9% cold +9% lightning +10% fire A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: dps ---------- Crit.mult +5.00% Melee+ 15 acid 16 fire Dmg.mod +9% arcane Melee Ret 11 acid 11 fire ----- def ----- Armour +17 Defense +5 (+2 eff.) Fatigue +6% Resists +41% acid +14% fire +15% temporal Phys.save +9 (+3 eff.) ---------- misc Max.vim +10.00 A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +7 Cun +6 Wil ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Mind.save +15 (+4 eff.) A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +31 Defense +5 (+2 eff.) Fatigue +4% Phys.save +15 (+5 eff.) A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +18 Defense +5 (+2 eff.) Fatigue +5% Phys.save +11 (+4 eff.) A suit of armour made of mail. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+5 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.dmg- 20% Phys.save +15 (+5 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Unique] Arcane/Master While equipped: Stats +5 Mag +5 Con ----- def ----- Armour +20 Defense +8 (+4 eff.) Fatigue +12% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+3 eff.) Silence- +20% Confus- +20% Pinning- +20% Stun/Frz- +20% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +6 Con ----- def ----- Armour +32 Hardiness +10% Defense +20 (+8 eff.) Fatigue +15% Resists +25% darkness +25% fire Phys.save +40 (+12 eff.) Heal.mod -30% Stun/Frz- +40% Knockbk- +40% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
![]() 17.0 T5 massive armor Reqs Massive armour training Con 150 [Unique] Arcane While equipped: Stats +15 Str +25 Mag dps ---------- Spell.pwr +25 (+8 eff.) ----- def ----- Armour +50 Defense +40 (+15 eff.) Fatigue +70% Resists +10% all Phys.save +35 (+10 eff.) Spell.save +35 (+10 eff.) Max.HP +270.00 HP.reg +10.00 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego++] Nature While equipped: Stats +4 Wil ----- def ----- Armour +19 Fatigue +22% Resists +20% blight +10% cold +21% darkness +13% acid ---------- misc Light +2 Breathe water A suit of armour made of metal plates. |
![]() 1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+2 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 24 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
![]() 1.0 T5 belt armor [Random Unique] Disrupt/Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +12.00% Phys.pwr +4 (+1 eff.) Dmg.mod +21% lightning Res.pen +25% lightning Melee Ret 4 lightning ----- def ----- Defense +16 (+7 eff.) Resists +12% acid +11% blight Stealth +11 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+6 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+8 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
![]() 2.0 T5 cloak armor [Ego+] Master While equipped: Stats +4 Str +2 Dex +3 Cun +3 Con dps ---------- Acc +7 (+7 eff.) Apr +7 ----- def ----- Defense +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Ego+] Arcane/Psionic While equipped: Stats +4 Mag +9 Wil dps ---------- Spell.crit +6% ----- def ----- Defense +3 (+1 eff.) Mind.save +12 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Ego+] Master While equipped: dps ---------- Dmg.mod +16% darkness Res.pen +10% darkness ----- def ----- Defense +3 (+1 eff.) Resists +21% darkness Stealth +14 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() 3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+4 eff.) Mind.save +10 (+2 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +18% fire ----- def ----- Armour +5 Defense +3 (+1 eff.) Fatigue +6% Resists +20% cold ---------- misc Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 117 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Nature/Psionic While equipped: Stats +5 Con +6 Wil dps ---------- Mind.pwr +8 (+2 eff.) Dmg.mod +6% blight Res.pen +17% temporal +17% darkness +10% physical ----- def ----- Armour +5 Fatigue +4% Resists +13% lightning +43% temporal +25% darkness +6% acid Spell.save +15 (+5 eff.) Poison- +20% Def/telep +21 Res/telep +14% Dur/telep +25% ---------- misc Light +3 Blindside: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 30 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Unknown While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Spell.pwr +10 (+3 eff.) ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +8% Resists +10% blight Spell.save +10 (+4 eff.) Max.HP +80.00 HP.reg -0.20 Spit Blight: Level 3.0 Pwr.cost 10 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit blight at your target doing 243.43 blight damage. The damage will increase with your Magic. These blackened boots have lost all vestiges of any former glory they might have had. Now, they are a testament to the corruption of the Deep Bellow, and its power. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 2.6 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 1397.55 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.crit +9% Mind.pwr +8 (+2 eff.) Dmg.mod +15% nature Res.pen +15% nature ----- def ----- Armour +4 Defense +3 (+1 eff.) Spell.save +8 (+3 eff.) Max.HP +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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 voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+4 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +5 Str +4 Mag +2 Cun dps ---------- Phys.crit +12.0% Spell.crit +16% Mind.crit +12% Crit.mult +11.00% Phys.pwr +17 (+4 eff.) Melee+ 13 blight Dmg.mod +6% blight +6% light +12% lightning ----- def ----- Armour +3 Fatigue +5% Resists +6% blight ---------- misc Light +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Nature/Psionic While equipped: dps ---------- Acc +8 (+8 eff.) ----- def ----- Armour +3 Fatigue +5% Phys.save +8 (+3 eff.) Mind.save +7 (+2 eff.) HP.reg +3.80 Disarm- +31% ---------- misc Stam/turn +1.20 Psi/turn +0.26 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T4 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +10% Spell.pwr +10 (+3 eff.) Mind.pwr +15 (+3 eff.) Melee+ 30% gloom effects Dmg.mod +10% darkness +10% physical ----- def ----- Defense +2 (+1 eff.) Resists +20% fire Mind.save -10 (-3 eff.) Heal.mod -10% ---------- misc Hate/m.crit +2.00 Hate/kill +2.00 Max.hate +20.00 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony 2 On Mind Hit: 10% Hateful Whisper 2 This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
![]() 2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Dmg.mod +16% mind +15% light Res.pen +25% nature Melee Ret 4 acid ----- def ----- Defense +3 (+1 eff.) Resists +18% acid +6% nature +16% mind +22% light ---------- misc Infravis +5 See.Stealth +16 See.Invis +22 Circle of Warding: (Instant) Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 48% and attempts to push all creatures other than yourself out of its radius, inflicting 10.88 light damage and 13.52 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego+] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +9 (+2 eff.) Dmg.mod +9% darkness +11% physical ----- def ----- Defense +3 (+1 eff.) Resists +12% darkness +13% physical ---------- misc Max.hate +10.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil dps ---------- Spell.pwr +8 (+3 eff.) Mind.pwr +8 (+2 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +10% temporal +10% physical Anom.red +5 ---------- misc Masteries +0.20 Chronomancy/Timetravel Wormhole: Level 1.0 Pwr.cost 15 out of 15/15. Range 10 Travel.spd instantaneous Is a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
![]() 2.0 T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun dps ---------- Spell.pwr +12 (+4 eff.) Mind.pwr +12 (+2 eff.) ----- def ----- Defense +8 (+4 eff.) Fear- -60% Assault the mind of a foe to utterly dominate it. Uses 100 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +6 Str +6 Wil +17 Lck dps ---------- Phys.crit +6.0% Spell.crit +6% Mind.crit +6% Phys.pwr +10 (+3 eff.) Dmg.mod +3% fire Melee Ret 4 fire ----- def ----- Armour +5 Fatigue +5% Resists +12% physical +10% fire +9% mind +12% cold Phys.save +13 (+5 eff.) HP.reg +4.00 Silence- +20% A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +2 Str +4 Mag dps ---------- Phys.pwr +10 (+3 eff.) Spell.pwr +10 (+3 eff.) ----- def ----- Armour +9 Fatigue +4% Silence- +30% ---------- misc Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
![]() 3.0 T4 head armor Reqs Heavy armour training [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck dps ---------- Dmg.mod +10% physical +10% fire ----- def ----- Armour +9 Defense +5 (+2 eff.) Fatigue +10% ---------- misc Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Level 3.9 Pwr.cost 45 out of 45/45. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You let out a powerful roar that sends your foes in radius 6 into utter confusion (power: 43%) for 3 turns. The sound wave is so strong, your foes also take 238.33 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
![]() 3.0 T4 head armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +10 Wil +10 Con ----- def ----- Armour +15 Fatigue +5% Resists +20% darkness +20% blight Phys.save +5 (+2 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+1 eff.) ---------- misc Masteries +0.20 Corruption/Demonic pact +0.20 Corruption/Demon seeds ShadowPwr +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
![]() 3.0 T4 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Str +10 Con dps ---------- Dmg.mod +15% light ----- def ----- Armour +10 Fatigue +4% Resists +15% light +25% darkness Res.Cap +10% darkness Unseen.red 33% ---------- misc Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 40 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+10 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+10 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+5 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+5 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(164 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 T5 lite [Unique] Nature/Disrupt While equipped: Stats +6 Wil +6 Cun +6 Con ----- def ----- Resists +20% blight Res.Cap +10% blight Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+4 eff.) ---------- misc Light +6 Masteries +0.20 Wild-gift/Call of the wild +0.50 Wild-gift/Antimagic Said to have once belonged to Inquisitor Marcus Dunn during the Spellhunt this fist sized quartz crystal glows constantly with a soft white light and was rumoured to be a great aid in meditation, helping focus the mind, body, and soul of the owner as well as protecting them from the foulest of magics. It seems somebody well versed in antimagic could use it to its fullest potential. |
![]() 1.0 T5 lite [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Mind.crit +11% Mind.pwr +10 (+2 eff.) ----- def ----- Armour +8 Resists +9% blight Phys.save +11 (+4 eff.) Mind.save +8 (+2 eff.) Heal.mod +30% Blind- +25% Confus- +18% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +8 See.Stealth +5 See.Invis +9 Track: Puts all charms on 40 cooldown Level 4.8 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 31 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+4 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 80 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 54.02 cold damage and 34.56 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 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 246.72 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 246.72 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. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +3 Str +5 Mag dps ---------- Spell.crit +10% Dmg.mod +6% lightning ----- def ----- Armour +8 Resists +5% arcane Die.at -80.00 life Max.HP +78.00 ---------- misc Max.mana +54.00 Max.stam +46.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +12 Str +7 Wil dps ---------- Phys.crit +8.0% Mind.crit +15% Dmg.mod +15% mind ----- def ----- Resists +9% darkness +9% fire Max.HP +38.00 ---------- misc Psi/ret +0.04 Hate/m.crit +3.00 Max.stam +30.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Ego+] Master While equipped: Stats +3 Str +4 Cun dps ---------- Acc +6 (+6 eff.) ---------- misc Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+2 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 19 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 T3 skull tool [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+3 eff.) Melee Ret 12 darkness Raise one or two undead rats to fight beside you. Uses 70 power out of 70/70 This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 577.68 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 T3 torque charm [Random Unique] Psionic While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 72% ----- def ----- Resists +6% nature +6% darkness Blast the opponent's mind dealing 465 mind damage and silencing them for 4 turns Puts all charms on 19 cooldown 100% to increase all damage penetration by 10% for 2 turns. 100% to heal for 40. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+4 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. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
![]() 2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Achievements
By Fert the Dwarf Wyrmic level 35
20th Gold 124th year of Ascendancy at 10:30 see stats
By Fert the Dwarf Wyrmic level 34
9th Gold 124th year of Ascendancy at 20:38 see stats
By Fert the Dwarf Wyrmic level 39
1st Iron 125th year of Ascendancy at 10:19 see stats
By Fert the Dwarf Wyrmic level 41
19th Steel 125th year of Ascendancy at 14:17 see stats
By Fert the Dwarf Wyrmic level 46
33rd Stralite 125th year of Ascendancy at 18:02 see stats
By Fert the Dwarf Wyrmic level 38
16th Loss 124th year of Ascendancy at 18:49 see stats
By Fert the Dwarf Wyrmic level 47
30th Voratun 125th year of Ascendancy at 00:43 see stats
By Fert the Dwarf Wyrmic level 15
12nd Steel 123rd year of Ascendancy at 00:19 see stats
By Fert the Dwarf Wyrmic level 40
12nd Iron 125th year of Ascendancy at 02:09 see stats
By Fert the Dwarf Wyrmic level 37
24th Wealth 124th year of Ascendancy at 18:32 see stats
By Fert the Dwarf Wyrmic level 22
20th Voratun 123rd year of Ascendancy at 08:59 see stats
By Fert the Dwarf Wyrmic level 19
23rd Gold 123rd year of Ascendancy at 16:12 see stats
By Fert the Dwarf Wyrmic level 25
42nd Profit 123rd year of Ascendancy at 00:09 see stats
By Fert the Dwarf Wyrmic level 40
12nd Iron 125th year of Ascendancy at 14:44 see stats
By Fert the Dwarf Wyrmic level 22
11st Voratun 123rd year of Ascendancy at 20:29 see stats
By Fert the Dwarf Wyrmic level 42
19th Steel 125th year of Ascendancy at 21:05 see stats
By Fert the Dwarf Wyrmic level 35
19th Gold 124th year of Ascendancy at 08:11 see stats
By Fert the Dwarf Wyrmic level 10
2nd Profit 122nd year of Ascendancy at 16:48 see stats
By Fert the Dwarf Wyrmic level 20
5th Stralite 123rd year of Ascendancy at 07:10 see stats
By Fert the Dwarf Wyrmic level 30
33rd Steel 124th year of Ascendancy at 12:18 see stats
By Fert the Dwarf Wyrmic level 40
11st Iron 125th year of Ascendancy at 19:02 see stats
By Fert the Dwarf Wyrmic level 29
14th Iron 124th year of Ascendancy at 13:59 see stats
By Fert the Dwarf Wyrmic level 29
19th Shortage 123rd year of Ascendancy at 11:49 see stats
By Fert the Dwarf Wyrmic level 26
21st Wealth 123rd year of Ascendancy at 05:46 see stats
By Fert the Dwarf Wyrmic level 33
5th Gold 124th year of Ascendancy at 01:39 see stats
By Fert the Dwarf Wyrmic level 22
17th Voratun 123rd year of Ascendancy at 21:19 see stats
By Fert the Dwarf Wyrmic level 38
1st Dearth 124th year of Ascendancy at 18:27 see stats
By Fert the Dwarf Wyrmic level 5
18th Voratun 122nd year of Ascendancy at 18:29 see stats
By Fert the Dwarf Wyrmic level 12
41st Profit 122nd year of Ascendancy at 15:42 see stats
By Fert the Dwarf Wyrmic level 27
18th Dearth 123rd year of Ascendancy at 23:53 see stats
By Fert the Dwarf Wyrmic level 47
30th Voratun 125th year of Ascendancy at 13:21 see stats
By Fert the Dwarf Wyrmic level 18
19th Gold 123rd year of Ascendancy at 12:02 see stats
By Fert the Dwarf Wyrmic level 44
41st Steel 125th year of Ascendancy at 01:50 see stats
By Fert the Dwarf Wyrmic level 20
25th Stralite 123rd year of Ascendancy at 04:51 see stats
By Fert the Dwarf Wyrmic level 30
37th Steel 124th year of Ascendancy at 05:52 see stats
By Fert the Dwarf Wyrmic level 23
22nd Voratun 123rd year of Ascendancy at 08:55 see stats
By Fert the Dwarf Wyrmic level 32
2nd Gold 124th year of Ascendancy at 10:38 see stats
Log
Ran for 2 turns (stop reason: taken damage).
Layebrerille the orc cryomancer's arcane area effect hits Fert for 460 arcane damage.
Arcane Vortex from Layebrerille the orc cryomancer hits Fert for 171 arcane damage.
Ran for 2 turns (stop reason: taken damage).
Layebrerille the orc cryomancer's arcane area effect hits Fert for 460 arcane damage.
Arcane Vortex from Layebrerille the orc cryomancer hits Fert for 171 arcane damage.
Ran for 2 turns (stop reason: taken damage).
Arcane Vortex from Layebrerille the orc cryomancer hits Fert for 171 arcane damage.
Fert picks up (X.): chilling voratun waraxe of vileness (40-57 power, 6 apr).
Fert picks up (F.): Flowerwend (57-86 power, 4 apr).
Fert picks up (A.): magelord's dragonbone starstaff of might (30-36 power, 6 apr, temporal element).
Fert picks up ( .): sunsealed elven-silk robe of Angolwen (4 def, 6 armour).
Fert is free from the arcane vortex.
Talent Track is ready to use.
Fert's skin returns to normal.
Fert is no longer resonating.
Fert stops regenerating health quickly.
Talent Infusion: Regeneration is ready to use.
Fert uses Track.
Talent Infusion: Healing is ready to use.
Talent Infusion: Wild is ready to use.