











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ascendancy Level Cap Remover 1.7.6--- DESCRIPTION --- This addon removes the level 50 cap from the game (Age of Ascendancy main campaign and arena mode). I'm unsure if it works with DLC (I don't have the DLCs ;-; ). Enjoy :) P.S: This is a simpler version of "Campaign Uncapper" by Starkeep. Instead of scaling every dungeon to your level, this one only removes the level cap. Consider checking that addon out! --- INSTALLATION --- 1) Download the file 2) Move it inside /(Your Game Directory)/game/addons 3) Launch Tales of Maj'Eyal 4) On the main menu, select "Addons" 5) Find "Ascendancy Level Cap Remover" and ensure it's active --- COMPATIBILITY --- It is not compatible with mods that change data/birth/descriptors.lua (It should be compatible with most mods; it is unknown if it works with the ones that add new campaigns) Updated to work for 1.7.6 Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Customizable LevelUp 1.7.2Provides an in-game menu to customize what, if any, additional benefits your character gains when leveling up. You can access these settings by going to the SparkLevel tab in the Game Options. Changelog 1.0.1 - 2020-12-31 1.0.2 - 2021-01-02 1.0.3 - 2021-01-02 Light From Below 1.7.6Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. Quick Combos 1.7.4Lets you link together instant talents so that you can use them with one button press. True Full Respec Mastery Boost 1.7.6Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the bug for prodigies learning introduced v1.7. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. This version buffs the mastery increase from 0.2 to 0.4 as well. This is rolled in because mastery boosting is incompatible with category respec mods. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Spellsword 1.7.6This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Shalore |
| Class | Spellsword |
| Level / Exp | 35 / 2% |
| Size | medium |
| Lifes / Deaths | Killed by giant grey rat at level 3 on the 76th Pyre 122nd year of Ascendancy at 12:59 1 / 6Killed by thief at level 7 on the 10th Mirth 122nd year of Ascendancy at 02:38 Killed by Gobeth the white jelly at level 19 on the 55th Dusk 122nd year of Ascendancy at 02:44 Killed by Velumira the gigantic sandworm tunneler at level 22 on the 61st Dusk 122nd year of Ascendancy at 13:37 Killed by Xanyvea the midge swarm at level 24 on the 3rd Haze 122nd year of Ascendancy at 02:55 Killed by Aerolenne the elven warrior at level 29 on the 25th Haze 122nd year of Ascendancy at 21:07 |
Primary Stats
| Strength | 90 (base 54) |
| Dexterity | 77 (base 62) |
| Constitution | 44 (base 10) |
| Magic | 118 (base 69) |
| Willpower | 31 (base 10) |
| Cunning | 58 (base 20) |
Resources
| Life | 1051/1051 |
| Mana | 173/173 |
| Stamina | 210/210 |
| Healing Factor | 1.445500746552 |
| Regeneration | 28.808829878781 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +48.185404724805% |
| Spell | 0% |
| Global | +117% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 2 |
| See Stealth | 29.067360402783 |
| See Invisible | 55.99180342051 |
Offense: Mainhand
| Damage | 223 |
| Accuracy | 103 |
| Crit Chance | 59% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 119 |
| Accuracy | 103 |
| Crit Chance | 62% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 84 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +71% |
| Temporal | +27% |
| Mind | +22% |
| Arcane | +32% |
| Cold | +30% |
| All | +12% |
Offense: Damage Penetration
| Physical | +45% |
| Lightning | +110% |
| Arcane | +35% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 27 (74.345425632165%) |
| Defense | 91 |
| Ranged Defense | 99 |
| Fatigue | 0 |
| Physical Save | 53 |
| Spell Save | 60 |
| Mental Save | 56 |
Defense: Resistances
| Physical | + 39%( 70%) |
| Lightning | + 69%( 70%) |
| Fire | + 48%( 70%) |
| Temporal | + 38%( 70%) |
| Darkness | + 41%( 70%) |
| Arcane | + 40%( 70%) |
| Cold | + 42%( 70%) |
| All | + 34%( 70%) |
Defense: Immunities
| Disarm Resistance | 78% |
| Silence Resistance | 50% |
| Confusion Resistance | 15% |
| Stun Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 29% |
Inscriptions (5/5)
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 404 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 2.5 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 276 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Lifetide | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 2/5 |
| Spell / Air | 1.70 |
| 1/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Technique / Magical combat | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Blazebrand | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Windcutter | 1.70 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Stoneshield | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.40 |
| 3/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Martial mastery | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| Technique / Arcane veteran | 1.70 |
| 4/5 |
| 4/5 |
| 5/5 |
| 2/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 3/5 |
| 2/5 |
| 4/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Elemental Stance |
| talent | Secrets of the Eternals |
| talent | Wind Storm |
| talent | Keen Senses |
| talent | Air Stance |
| talent | Arcane Stamina |
| talent | Spellsword Combat |
| talent | Aura of Fire |
| talent | Mana Focus |
| talent | Feather Wind |
| talent | Thunderstorm |
| talent | Earthen Shield |
| talent | Arcane Armor |
| talent | Elemental Destruction |
Quests
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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by Bethuwen the carrion worm mass. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You failed to protect the lost warrior from death by Polowe the giant red ant. Escort: lost warrior (level 2 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Strength by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * 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: 437. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed electric eel tail. 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 orc heart. * You've found the needed pouch of luminous horror dust. * You've found the needed vial of elder vampire blood. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed ice wyrm tooth. | 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! | active |
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 |
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 within5 lumberjacks have died. | 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 | Broderin the Galebane (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Cun +6 Mag offense ------ Damage +15% lightning defense ------ Armor +3 Fatigue -3% Resistance +9% lightning Physical save +6 (+2 eff.) Mind save +9 (+3 eff.) other ------- Encumbrance +24 Psi when Hit +0.08 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | watchleader's alchemist's lamp of illusion1.0 Encumbrance T3 lite [Ego++] Master/Psionic While equipped: defense ------ Defense +10 (+2 eff.) Physical save +12 (+4 eff.) Spell save +13 (+3 eff.) Mind save +11 (+4 eff.) Blind Resist +29% Confus Resist +15% other ------- Light +9 See Stealth +11 See Invisibility +14 Track: Puts all charms on 40 turn cooldown Effective talent level: 3.5 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Skystake (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Mag +3 Cun +7 Con offense ------ Damage +12% arcane Ignore resists +10% arcane +10% lightning defense ------ Armor +3 Fatigue +3% Resistance +15% lightning A cap made of leather. |
| On hands | Floeusher (0 def, 8 armour)1.5 Encumbrance T4 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Cun +5 Mag offense ------ Damage +9% cold +8% arcane +15% temporal Accuracy +13 (+2 eff.) defense ------ Armor +8 Fatigue +5% Resistance +6% temporal +11% darkness +3% cold Mind save +9 (+3 eff.) Life +50.00 other ------- Infravision +2 Unarmed combat: Weapon Damage 147% Range: 1.0x-1.4x Uses 40% Cun, 40% Str, 50% Mag 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +21 Ignore Armor +15 Critical Rate +21.0% Attack Speed 83% On-hit +24 darkness +17 arcane On-crit, radius 2 +5 arcane On Hit: 10% Battle Shout level 5 On Crit: 10% Dominate level 5 Track: Puts all charms on 15 turn cooldown Effective talent level: 3.5 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 6 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | The Jolt2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun offense ------ Damage +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
| On fingers | Hathumnir the Glacierviper0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +10 Str +2 Dex +7 Mag +10 Con offense ------ Physical Power +11 (+2 eff.) Damage +9% cold defense ------ Physical save +18 (+6 eff.) Spell save +17 (+4 eff.) Mind save +18 (+6 eff.) Life +79.00 Life Regen +19.00 Healmod +20% other ------- Light +3 Rings make your fingers look great! |
| On fingers | gladiator's gold ring of misery0.1 Encumbrance T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Str +4 Cun +5 Con offense ------ Physical Power +7 (+2 eff.) On-Hit 14 physical On-Ranged-Hit 15 physical On-Hit (Melee): * 13% chance to reduce all saves and defense by 25 On-Hit (Ranged): * 10% chance to reduce all saves and defense by 25 other ------- Hate-on-crit +2.00 Max hate +8.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
| Around neck | gold amulet 'Eluwyn'0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature While equipped: Stats +5 Wil offense ------ Critical power +10.00% defense ------ Resistance +16% lightning +8% physical Stun Resist +23% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Stamina/turn +0.50 Max mana +60.00 Amulets make your neck look great! |
| In main hand | stralite waraxe 'Hettolerim' (138% power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Random Unique] Nature/Master Weapon Damage 138% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-hit +16 mind On Critical: * Wound the target dealing 384 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +10 Str +7 Dex +8 Mag +7 Wil +7 Cun +7 Con offense ------ Physical Crit +9.0% Physical Power +20 (+4 eff.) Mindpower +15 (+5 eff.) Accuracy +15 (+2 eff.) defense ------ Defense +9 (+2 eff.) Disarm Resist +31% One-handed war axes. |
| Around waist | Yvyda the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +8 Str +4 Dex +5 Cun +5 Con offense ------ Physical Crit +7.0% Mind Crit +8% Physical Power +10 (+2 eff.) Ignore resists +20% physical Accuracy +15 (+2 eff.) other ------- Stamina/turn +2.00 A belt that goes around your waist. |
| In off hand | elemental voratun dagger of crippling (150% power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego++] Arcane/Master Weapon Damage 150% Range: 1.0x-1.3x Uses 50% Dex, 50% Mag, 50% Str Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On Hit: * Create an explosion dealing 131 lightning damage (1/turn) On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +10.0% Damage +12% lightning Ignore resists +13% lightning Sharp, short and deadly. |
| Cloak | linen cloak 'Blazeshine' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Dex offense ------ Damage +12% lightning Accuracy +4 (+0 eff.) Ignore Armor +4 defense ------ Defense +1 (+0 eff.) Resistance +3% lightning +12% fire Spell save +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. |
| Main armor | Robe of the Archmage (10 def, 10 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun offense ------ Spellpower +15 (+3 eff.) Damage +12% all When Hit 15 arcane defense ------ Armor +10 Defense +10 (+2 eff.) Resistance +10% lightning +10% cold +10% fire +10% arcane +13% all Spell save +20 (+5 eff.) Mind save +15 (+5 eff.) Silence Resist +50% other ------- Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Inventory
healing infusion of the duelist (heal 198; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 198 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the warrior (heal 222; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 222 then cleanse 1 wound, poison, and disease effect. 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. Press to compare to your current inscriptions |
healing infusion of the warrior (heal 226; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 226 then cleanse 1 wound, poison, and disease effect. 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. Press to compare to your current inscriptions |
healing infusion of the warrior (heal 229; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 229 then cleanse 1 wound, poison, and disease effect. 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. Press to compare to your current inscriptions |
movement infusion of the duelist (speed 641%; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 641% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 775%; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 775% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 754%; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 754% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 257; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 257 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 461; 16 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 461 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 18%; physical; dur 4; cd 11)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 32%; magical; dur 2; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 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 32% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Reflection (--)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 690 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (274.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 347.98 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. |
Prismatic Rune (6 turns; acid, physical, darkness, mind, temporal)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 4 physical, 3 darkness, 3 mind, 4 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the psychic (regen 796% over 10 turns; mana 40; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 796% for 10 turns (226 total) and instantly restoring 40 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 40; cd 12)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 40 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the titan (absorb 386; dur 5; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 386 damage for 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the titan (absorb 234; dur 4; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 234 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
teleportation rune of the titan (range 109; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 109 with a minimum range of 15. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
steel amulet 'Aeruldanor'0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun +3 Str offense ------ Critical power +15.00% defense ------ Defense +15 (+3 eff.) Resistance +14% temporal Pinning Resist +32% Knockbk Resist +28% other ------- Max psi +50.00 Amulets make your neck look great! |
copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +23.00 Disarm Resist +22% Pinning Resist +20% Knockbk Resist +20% Rings make your fingers look great! |
psionicist's copper ring of luminosity0.1 Encumbrance T1 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +3 Wil +2 Mag offense ------ On-Hit 10 light On-Ranged-Hit 11 light Damage +11% light defense ------ Mind save +6 (+2 eff.) Rings make your fingers look great! |
titan's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Physical save +4 (+1 eff.) Rings make your fingers look great! |
Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 15.47 cold and 13.33 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
steel ring 'Yvussra'0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Cun +3 Mag offense ------ Spellpower +7 (+1 eff.) Spellpower/crit +2 Damage +6% temporal +10% fire Ignore resists +20% blight defense ------ Resistance +20% fire Life +26.00 Disarm Resist +22% Pinning Resist +20% Knockbk Resist +23% other ------- Vim-on-crit +1.00 Rings make your fingers look great! |
mule's gold ring of corrosion (+26%)0.1 Encumbrance T3 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +13% acid defense ------ Fatigue -8% Resistance +26% acid other ------- Encumbrance +24 Rings make your fingers look great! |
Gravitational Staff (136% power, 8 apr, physical element)5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 130% Mag Damage Gravity pin Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +8 Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +25 (+5 eff.) Damage +20% physical +10% temporal defense ------ Resistance +15% physical other ------- Masteries +0.10 Chronomancy/Gravity +0.10 Chronomancy/Matter +0.10 Spell/Earth Gravity Spike: Effective talent level: 4.5 Power cost 14 out of 14/14. Range 6 Cooldown: 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 159.37 physical (gravity) damage. Each target moved beyond the first increases the damage by 19.92 (up to a maximum of 79.68 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. |
infernal yew magestaff of illumination (120% power, 4 apr, cold element)5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane/Nature Weapon Damage 121% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Critical power +26.00% Spellpower +14 (+3 eff.) On-Hit 23 fire Damage +20% cold defense ------ Defense +7 (+1 eff.) other ------- Light +3 See Invisibility +7 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 3.5 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 214.91 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
elven-wood starstaff 'Bokyhell' (129% power, 5 apr, light element)5.0 Encumbrance T4 staff 2H weapon [Random Unique] Arcane Weapon Damage 129% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +12 (+2 eff.) Damage +9% mind +25% light Ignore resists +5% mind +12% light defense ------ Armor +5 Hardiness +6% Resistance +12% mind Physical save +5 (+1 eff.) other ------- Mana/turn +0.26 Max mana +86.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff of breaching (136% power, 6 apr, arcane element)5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +15 (+3 eff.) Damage +30% arcane Ignore resists +15% arcane other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater dragonbone vilestaff of might (136% power, 6 apr, blight element)5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +17% Spellpower +21 (+4 eff.) Damage +30% blight +30% fire +30% darkness +30% acid other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Stormfront (136% power, 15 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Unique] Nature Weapon Damage 137% Range: 1.0x-1.5x Uses 50% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +5.0% Attack Speed 100% On-hit +15 lightning +15 cold On Critical: * inflicts either shocked or wet, chosen at random While equipped: offense ------ Damage +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
Glintrage (135% power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Random Unique] Arcane/Nature/Master Weapon Damage 136% Range: 1.0x-1.5x Uses 50% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-hit +19 cold While equipped: Stats +9 Str +9 Dex +9 Mag +7 Wil +9 Cun +7 Con offense ------ Damage +3% acid Ignore resists +10% light +12% all Accuracy +10 (+1 eff.) Ignore Armor +12 When Hit 8 acid defense ------ Resistance +3% acid Massive two-handed battleaxes. |
dwarven-steel battleaxe of evisceration (136% power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Ego+] Master Weapon Damage 137% Range: 1.0x-1.5x Uses 50% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On Critical: * Wound the target dealing 384 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +9.0% Physical Power +14 (+3 eff.) Massive two-handed battleaxes. |
blazebringer's voratun battleaxe of rage (168% power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon [Ego++] Nature/Master Weapon Damage 169% Range: 1.0x-1.5x Uses 50% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +38 fire While equipped: Stats +7 Str offense ------ Global Speed +10% Damage +10% physical Ignore resists +35% fire Accuracy +16 (+2 eff.) Massive two-handed battleaxes. |
Tirakai's Maul (139% power, 6 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Unique] Arcane Weapon Damage 139% Range: 1.0x-1.3x Uses 60% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +8.0% Attack Speed 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
iron greatsword (117% power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Normal] Weapon Damage 117% Range: 1.0x-1.6x Uses 50% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Massive two-handed swords. |
arcing iron longsword (101% power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Ego] Arcane Weapon Damage 101% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 131 damage Sharp, long, and deadly. |
iron longsword (107% power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Normal] Weapon Damage 107% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% Sharp, long, and deadly. |
Dimpride (144% power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Rare] Master Weapon Damage 144% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +7.5% Attack Speed 100% On Hit: * 20% chance to reduce damage dealt by 21% While equipped: offense ------ Damage +9% darkness Ignore resists +25% physical Accuracy +30 (+5 eff.) On-Hit (Melee): * 20% chance to reduce damage dealt by 21% defense ------ Defense +10 (+2 eff.) Sharp, long, and deadly. |
dwarven-steel longsword 'Porera' (144% power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Rare] Master Weapon Damage 145% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: offense ------ Physical Crit +3.0% Physical Power +5 (+1 eff.) Ignore resists +5% mind When Hit 10 temporal defense ------ Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- EQ when Hit +0.08 Max psi +30.00 Sharp, long, and deadly. |
Layeyalaith (162% power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon [Random Unique] Arcane/Master Weapon Damage 163% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On-hit +13 light Damage Against +18% Undead While equipped: Stats +1 Dex defense ------ Defense +20 (+4 eff.) Resistance +3% physical Life Regen +4.00 Sharp, long, and deadly. |
voratun longsword 'Adonn' (151% power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon [Random Unique] Master/Psionic Weapon Damage 152% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: offense ------ Ignore resists +11% physical Accuracy +27 (+4 eff.) Ignore Armor +13 defense ------ Defense +15 (+3 eff.) Resistance +15% lightning +5% arcane +15% fire +6% nature +3% acid Disarm Resist +38% Sharp, long, and deadly. |
hateful steel mace of massacre (122% power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego] Master/Psionic Weapon Damage 122% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-hit +7 darkness Damage Against +9% Living Blunt and deadly. |
truestriking voratun mace (156% power, 6 apr)3.0 Encumbrance T5 mace 1H weapon [Ego+] Master Weapon Damage 157% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Ignore resists +9% physical Accuracy +23 (+3 eff.) Ignore Armor +9 Blunt and deadly. |
Xubremira the Pitchlord (101% power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Rare] Master Weapon Damage 101% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +8 lightning On-Hit, radius 1 +4 light +4 darkness On-crit, radius 2 +8 darkness On Critical: * Wound the target dealing 384 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +6.0% Physical Power +6 (+1 eff.) On-Hit (Melee): * 20% chance to reduce damage dealt by 21% One-handed war axes. |
flaming iron waraxe (105% power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Ego] Arcane Weapon Damage 106% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-Hit, radius 1 +5 fire One-handed war axes. |
iron waraxe 'Flashbreacher' (107% power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Rare] Master Weapon Damage 107% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-Hit, radius 1 +4 light While equipped: offense ------ Accuracy +6 (+1 eff.) defense ------ Defense +6 (+1 eff.) Resistance +3% lightning +3% temporal +3% mind Life +40.00 Disarm Resist +41% One-handed war axes. |
Fireire (116% power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Nature/Disrupt/Master Weapon Damage 116% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-Hit, radius 1 +12 fire On Hit: * 5% chance to slow global speed by 52% While equipped: Stats +4 Str +4 Dex +5 Mag +5 Wil +6 Cun +5 Con offense ------ Damage +9% fire defense ------ Resistance +3% fire One-handed war axes. |
Turafast (113% power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Arcane/Master Weapon Damage 113% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-Hit, radius 1 +8 acid +7 fire On Hit: * 25% chance for lightning to strike from the target to a second target dealing 131 damage While equipped: offense ------ Damage +12% mind defense ------ Resistance +12% acid One-handed war axes. |
Eilinivena (118% power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Random Unique] Arcane/Master/Psionic Weapon Damage 118% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +4 blight On Hit: * 25% chance for lightning to strike from the target to a second target dealing 131 damage * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: offense ------ Damage +3% blight Ignore resists +10% physical Accuracy +13 (+2 eff.) Ignore Armor +8 When Hit 8 blight One-handed war axes. |
enhanced dwarven-steel waraxe of shearing (118% power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Ego++] Nature/Master Weapon Damage 119% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +6 Str +6 Dex +5 Mag +6 Wil +8 Cun +5 Con offense ------ Ignore resists +7% all Accuracy +13 (+2 eff.) Ignore Armor +9 One-handed war axes. |
Frostshine (101% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Rare] Arcane Weapon Damage 101% Range: 1.0x-1.3x Uses 50% Str, 50% Mag, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +6 blight +12 cold On-Hit, radius 1 +8 cold On Hit: * 7% chance to reduce strength, dexterity, and constitution by 35 While equipped: offense ------ Ignore resists +5% temporal +5% cold defense ------ Resistance +3% cold +6% fire Sharp, short and deadly. |
Ulatogar (98% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Rare] Disrupt Weapon Damage 99% Range: 1.0x-1.3x Uses 50% Str, 50% Mag, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +12 physical Damage Against +5% Unnatural While equipped: Stats +2 Wil offense ------ Physical Power +10 (+2 eff.) defense ------ Stun Resist +20% Knockbk Resist +10% Teleport Resist +10% Sharp, short and deadly. |
flaming iron dagger of massacre (113% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego] Arcane/Master Weapon Damage 113% Range: 1.0x-1.3x Uses 50% Dex, 50% Mag, 50% Str Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-Hit, radius 1 +6 fire Sharp, short and deadly. |
iron dagger (102% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Normal] Weapon Damage 102% Range: 1.0x-1.3x Uses 50% Dex, 50% Mag, 50% Str Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly. |
iron dagger of projection (98% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego+] Psionic Weapon Damage 99% Range: 1.0x-1.3x Uses 50% Dex, 50% Mag, 50% Str Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, short and deadly. |
Spellblaze Shard (120% power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 121% Range: 1.0x-1.3x Uses 50% Dex, 50% Mag, 50% Str Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Umbral Razor (129% power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Dex, 65% Mag, 50% Str Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 4.5 Power cost 20 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 227.15 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
caustic steel dagger of amnesia (107% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego++] Nature/Psionic Weapon Damage 107% Range: 1.0x-1.3x Uses 50% Dex, 50% Mag, 50% Str Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +19 acid +11 nature On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: offense ------ Ignore resists +8% acid +11% nature Ignore Armor +7 Sharp, short and deadly. |
Chillpunish (131% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Random Unique] Master Weapon Damage 131% Range: 1.0x-1.3x Uses 50% Str, 50% Mag, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +8 cold While equipped: offense ------ Ignore resists +7% all Accuracy +16 (+2 eff.) Ignore Armor +7 defense ------ Armor +4 Defense +8 (+2 eff.) Life Regen +4.00 Disarm Resist +32% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Sharp, short and deadly. |
Shimmermistress (114% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Random Unique] Arcane/Psionic Weapon Damage 114% Range: 1.0x-1.3x Uses 50% Str, 50% Mag, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +4 lightning +13 mind On Hit: 20% Curse of Vulnerability level 3 On Hit: * 13% chance to reduce all saves and defense by 25 * 25% chance for lightning to strike from the target to a second target dealing 131 damage While equipped: Stats +3 Mag +3 Wil +2 Cun offense ------ Spellpower/crit +4 Damage +3% blight When Hit 4 lightning Sharp, short and deadly. |
Spelldrinker (132% power, 8 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Weapon Damage 132% Range: 1.0x-1.3x Uses 35% Str, 70% Mag, 55% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 100% On Hit: 15% Disperse Magic level 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag defense ------ Resistance +12% arcane Spell save +12 (+3 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. |
arcing stralite dagger of torment (129% power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego+] Arcane/Psionic Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Dex, 50% Mag, 50% Str Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 25% chance for lightning to strike from the target to a second target dealing 131 damage Sharp, short and deadly. |
warbringer's stralite dagger of projection (133% power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego++] Master/Psionic Weapon Damage 134% Range: 1.0x-1.3x Uses 50% Dex, 50% Mag, 50% Str Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +1 Con offense ------ Physical Power +8 (+2 eff.) Ignore resists +7% physical defense ------ Disarm Resist +13% Sharp, short and deadly. |
Eruharabers the voratun dagger (147% power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Disrupt/Psionic Weapon Damage 147% Range: 1.0x-1.3x Uses 50% Str, 50% Mag, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +24 mind Damage Against +30% Unnatural On Hit: * 22% chance to reduce all saves and defense by 25 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: Stats +5 Cun +4 Wil defense ------ Defense +5 (+1 eff.) Resistance +6% temporal Mind save +9 (+3 eff.) Healmod +20% Pinning Resist +10% Sharp, short and deadly. |
Serpent's Glare (91% power, 15 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 92% Range: 1.0x-1.1x Uses 50% Wil, 50% Mag, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Spit Poison: Effective talent level: 3.5 Power cost 8 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 377.99 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
nature's thorny mindstar of storms (93% power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego+] Nature Weapon Damage 93% Range: 1.0x-1.1x Uses 50% Wil, 50% Mag, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Str +1 Dex +3 Mag +1 Wil +3 Cun +4 Con offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) On-Hit 12 lightning Damage +6% lightning +4% nature Ignore resists +10% lightning defense ------ Resistance +13% lightning +6% blight Disease Resist +10% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Stormlash (115% power, 7 apr)3.0 Encumbrance T1 whip 1H weapon [Unique] Arcane Weapon Damage 115% Range: 1.0x-1.1x Uses 50% Mag, 100% Dex Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +5.0% Attack Speed 125% Damage Conversion 50% dazing lightning On Critical: * Focus the lightning forces on an enemy While equipped: offense ------ Damage +10% lightning Accuracy +7 (+1 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 59.66 to 178.98 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
runic reinforced leather sling of piercing4.0 Encumbrance T4 sling 1H weapon Reqs Shoot [Ego++] Arcane/Master Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 On Hit: 10% Arcane Vortex level 4 While equipped: Stats +3 Mag offense ------ Spellpower +7 (+1 eff.) Damage +9% arcane Ignore resists +5% all Accuracy +12 (+2 eff.) Ignore Armor +10 Slings are used to hurl stones or metal shots at your foes. |
quiver of ash arrows 'Ragyrab' (16/16, 162% power, 11 apr)3.0 Encumbrance T2 arrow ammo [Rare] Master Weapon Damage 162% Range: 1.0x-1.4x Uses 50% Str, 50% Mag, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +1.5% Capacity 16 Projectile Speed +200% On-Hit, radius 1 +16 physical While equipped: other ------- Reload +4 Arrows are used with bows to pierce your foes to death. |
barbed quiver of yew arrows of wind (19/19, 158% power, 10 apr)3.0 Encumbrance T3 arrow ammo [Ego+] Nature/Master Weapon Damage 158% Range: 1.0x-1.4x Uses 70% Dex, 50% Mag, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +19.0% Capacity 19 Projectile Speed +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 274 physical damage On Critical: * Wound the target dealing 384 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
blazing quiver of elven-wood arrows of wind (19/19, 155% power, 14 apr)3.0 Encumbrance T4 arrow ammo [Ego] Nature Weapon Damage 155% Range: 1.0x-1.4x Uses 70% Dex, 50% Mag, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +2.5% Capacity 19 Projectile Speed +200% On-ranged-hit +12 fire On-crit, radius 2 +14 fire On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 274 physical damage Arrows are used with bows to pierce your foes to death. |
barbed pouch of stralite shots (21/21, 165% power, 5 apr)3.0 Encumbrance T4 shot ammo [Ego+] Master Weapon Damage 166% Range: 1.0x-1.2x Uses 70% Dex, 50% Mag, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +12.5% Capacity 21 On Critical: * Wound the target dealing 384 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
barbed pouch of stralite shots of paradox (21/21, 165% power, 5 apr)3.0 Encumbrance T4 shot ammo [Ego+] Arcane/Master Weapon Damage 166% Range: 1.0x-1.2x Uses 70% Dex, 50% Mag, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +14.5% Capacity 21 On-ranged-hit +10 temporal On Hit: * 9% chance to gain 10% of a turn (3/turn limit) On Critical: * Wound the target dealing 384 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
self-loading pouch of stralite shots of accuracy (18/18, 156% power, 5 apr)3.0 Encumbrance T4 shot ammo [Ego] Arcane/Master Weapon Damage 156% Range: 1.0x-1.2x Uses 70% Dex, 50% Mag, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +12 Ignore Armor +5 Critical Rate +5.5% Capacity 18 Auto Reload 4 Shots are used with slings to pummel your foes to death. |
self-loading pouch of stralite shots of crippling (21/21, 152% power, 5 apr)3.0 Encumbrance T4 shot ammo [Ego+] Arcane/Master Weapon Damage 152% Range: 1.0x-1.2x Uses 70% Dex, 50% Mag, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +14.5% Capacity 21 Auto Reload 4 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
Coral Spray (8 def, 8 armour, 117% power, 48 block)7.0 Encumbrance T1 shield armor Reqs - Shield usage training [Unique] Nature When used to Attack: Weapon Damage 117% Range: 1.0x-1.4x Uses 50% Mag, 140% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+2 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- Max air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Shadewreck (30 def, 13 armour, 118% power, 80.5 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Rare] Psionic When used to Attack: Weapon Damage 118% Range: 1.0x-1.2x Uses 50% Mag, 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +80 On Hit: * 20% chance to reduce strength, dexterity, and constitution by 35 While equipped: defense ------ Armor +13 Defense +30 (+6 eff.) Fatigue +8% Resistance +2% physical +14% mind +6% darkness Knockbk Resist +20% other ------- Talents +1 Block Handheld deflection devices. |
swashbuckler's dwarven-steel shield of lightning resistance (+18%) (0 def, 6 armour, 140% power, 76.5 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Ego+] Master When used to Attack: Weapon Damage 140% Range: 1.0x-1.2x Uses 50% Mag, 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +76 While equipped: Stats +4 Str +4 Dex offense ------ Accuracy +7 (+1 eff.) defense ------ Armor +6 Fatigue +8% Resistance +18% lightning other ------- Talents +1 Block Handheld deflection devices. |
Piercing Gaze (5 def, 25 armour, 150% power, 180 block)7.0 Encumbrance T4 shield armor Reqs - Shield usage training [Unique] Arcane When used to Attack: Weapon Damage 150% Range: 1.0x-1.2x Uses 50% Mag, 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +180 While equipped: offense ------ On shield block: * 30% chance of petrifying the attacker. defense ------ Armor +25 Defense +5 (+1 eff.) Ranged Defense +10 (+2 eff.) Fatigue +12% Resistance +10% acid +10% physical +10% lightning +10% fire other ------- Talents +1 Block On block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
acidic stralite shield of fire resistance (+20%) (0 def, 8 armour, 160% power, 138.5 block)7.0 Encumbrance T4 shield armor Reqs - Shield usage training [Ego] Nature/Master When used to Attack: Weapon Damage 160% Range: 1.0x-1.2x Uses 50% Mag, 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +138 On Hit: * 19% chance to reduce armor by 46% While equipped: offense ------ On-Hit 7 acid When Hit 10 acid defense ------ Armor +8 Fatigue +8% Resistance +20% fire other ------- Talents +1 Block Handheld deflection devices. |
crackling stralite shield of cold resistance (+17%) (0 def, 8 armour, 158% power, 147 block)7.0 Encumbrance T4 shield armor Reqs - Shield usage training [Ego+] Arcane/Master When used to Attack: Weapon Damage 159% Range: 1.0x-1.2x Uses 50% Mag, 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +147 On-hit +14 lightning While equipped: Stats +4 Dex offense ------ When Hit 13 lightning defense ------ Armor +8 Fatigue +8% Resistance +17% lightning +21% cold other ------- Talents +1 Block Handheld deflection devices. |
Cobrabender (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: offense ------ Mindpower +5 (+2 eff.) Damage +10% lightning +3% nature +6% darkness On-Hit (Melee): * 20% chance to slow global speed by 52% defense ------ Resistance +15% lightning +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+1 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+2 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
stormwoven linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego+] Nature While equipped: Stats +4 Str +5 Mag +4 Wil offense ------ Damage +5% lightning +5% physical +5% cold defense ------ Resistance +6% lightning +7% cold +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+2 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 40.02 to 50.03 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Xerida the woollen robe (3 def, 10 armour)2.0 Encumbrance T2 cloth armor [Rare] Master While equipped: Stats +4 Mag +2 Con offense ------ When Hit 10 mind defense ------ Armor +10 Defense +3 (+1 eff.) Resistance +12% acid +5% arcane +9% light +9% all Physical save +21 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Firewalker (15 def, 2 armour)2.0 Encumbrance T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag offense ------ Spellpower +12 (+2 eff.) Damage +20% fire Ignore resists +20% fire When Hit 18 fire defense ------ Armor +2 Defense +15 (+3 eff.) Resistance +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. |
mindwoven silk robe of life (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego+] Nature/Psionic While equipped: offense ------ Mind Crit +5% Mindpower +4 (+2 eff.) defense ------ Resistance +9% blight +13% all Mind save +22 (+7 eff.) Life +63.00 Life Regen +3.60 Healmod +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken silk robe of Angolwen (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego++] Arcane While equipped: Stats +9 Mag +7 Wil offense ------ Spell Crit +4% Spellpower +14 (+3 eff.) Spellpower/crit +4 Damage +19% arcane +7% temporal defense ------ Resistance +13% all Silence Resist +26% other ------- Max mana +22.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant elven-silk robe of the mountain (+20%) (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego+] Nature While equipped: Stats +5 Con offense ------ Damage +13% nature +20% physical defense ------ Resistance +15% all +20% physical Poison Resist +32% Disease Resist +41% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
prismatic rough leather armour of fire resistance (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego] Arcane/Master While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +15% fire +11% light +11% darkness A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
volcanic cured leather armour of fire resistance (6 def, 10 armour)9.0 Encumbrance T2 light armor [Ego+] Nature/Master While equipped: offense ------ On-Hit 6 fire On-Ranged-Hit 7 fire defense ------ Armor +10 Defense +6 (+1 eff.) Fatigue +7% Resistance +34% fire +15% physical A suit of armour made of leather. |
enlightening hardened leather armour of delving (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego++] Master/Psionic While equipped: Stats +8 Str +5 Cun +5 Wil defense ------ Armor +6 Defense +9 (+2 eff.) Fatigue +8% Resistance +12% darkness +7% physical Mind save +13 (+4 eff.) other ------- Light +1 Track: Puts all charms on 30 turn cooldown Effective talent level: 3.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 6 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
prismatic reinforced leather armour of clarity (12 def, 7 armour)9.0 Encumbrance T4 light armor [Ego] Arcane/Psionic While equipped: defense ------ Armor +7 Defense +12 (+2 eff.) Fatigue +8% Resistance +5% mind +16% light +14% darkness Mind save +18 (+6 eff.) A suit of armour made of leather. |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 Encumbrance T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con defense ------ Armor +4 Defense +2 (+0 eff.) Fatigue +12% Resistance +10% acid +10% fire +10% darkness +10% blight Life Regen +3.00 Healmod +30% other ------- Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
rejuvenating steel mail armour of acid resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Nature/Master While equipped: defense ------ Armor +6 Defense +2 (+0 eff.) Fatigue +12% Resistance +17% acid Life Regen +3.40 other ------- Stamina/turn +1.10 A suit of armour made of mail. |
impenetrable dwarven-steel mail armour of fire resistance (3 def, 17 armour)14.0 Encumbrance T3 heavy armor [Ego] Master While equipped: defense ------ Armor +17 Defense +3 (+1 eff.) Fatigue +12% Resistance +21% fire A suit of armour made of mail. |
radiant dwarven-steel mail armour of cold resistance (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Ego+] Nature/Master While equipped: Stats +2 Wil defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +15% blight +20% cold +16% darkness other ------- Light +2 A suit of armour made of mail. |
enlightening stralite mail armour of implacability (4 def, 15 armour)14.0 Encumbrance T4 heavy armor [Ego++] Master/Psionic While equipped: Stats +5 Cun +6 Wil defense ------ Armor +15 Defense +4 (+1 eff.) Fatigue +7% Physical save +9 (+3 eff.) Mind save +12 (+4 eff.) A suit of armour made of mail. |
enlightening stralite mail armour of the deep (4 def, 11 armour)14.0 Encumbrance T4 heavy armor [Ego++] Nature/Psionic While equipped: Stats +5 Cun +6 Wil defense ------ Armor +11 Defense +4 (+1 eff.) Fatigue +12% Resistance +9% acid +9% cold Mind save +20 (+6 eff.) other ------- Breathe water A suit of armour made of mail. |
Shockmalice (0 def, 11 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training [Rare] Arcane While equipped: Stats +2 Wil offense ------ Critical power +20.00% Damage +9% lightning Ignore resists +25% lightning Ignore Shields +20% When Hit 10 light defense ------ Armor +11 Fatigue +22% Resistance +8% arcane +6% light Spell save +18 (+5 eff.) A suit of armour made of metal plates. |
fortifying dwarven-steel plate armour of the dragon (0 def, 11 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training [Ego++] Nature/Master While equipped: Stats +5 Str +3 Con defense ------ Armor +11 Fatigue +22% Resistance +8% acid +8% physical +9% cold +8% lightning +8% fire Life +61.00 Disarm Resist +24% Stun Resist +28% Knockbk Resist +23% other ------- Cooldown Rush -5 A suit of armour made of metal plates. |
Rimestreaker the stralite plate armour (0 def, 26 armour)17.0 Encumbrance T4 massive armor Reqs - Massive armour training [Random Unique] Master/Psionic While equipped: offense ------ Ignore resists +5% cold When Hit 6 cold defense ------ Armor +26 Fatigue +22% Resistance +24% lightning +9% fire +8% mind +12% cold Mind save +11 (+4 eff.) A suit of armour made of metal plates. |
Sleetbrace (0 def, 17 armour)17.0 Encumbrance T4 massive armor Reqs - Massive armour training [Random Unique] Nature/Master While equipped: Stats +1 Wil +3 Mag offense ------ Damage +18% cold When Hit 4 cold defense ------ Armor +17 Fatigue +22% Resistance +43% acid +5% physical +22% cold +9% lightning +9% fire Spell save +9 (+2 eff.) Disarm Resist +36% Stun Resist +28% Knockbk Resist +29% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Breathe water Cooldown Rush -5 A suit of armour made of metal plates. |
fortifying stralite plate armour of implacability (0 def, 19 armour)17.0 Encumbrance T4 massive armor Reqs - Massive armour training [Ego++] Master While equipped: Stats +4 Str +4 Con defense ------ Armor +19 Fatigue +18% Physical save +10 (+3 eff.) Life +37.00 A suit of armour made of metal plates. |
Bokaleg1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Str +4 Dex +4 Cun +6 Lck offense ------ Accuracy +15 (+2 eff.) Ignore Armor +6 defense ------ Defense +10 (+2 eff.) Resistance +6% acid Stealth +6 other ------- Disarm Traps +5 Infravision +4 A belt that goes around your waist. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt 'Gorewake'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 10% chance to slow global speed by 52% defense ------ Resistance +6% nature +3% cold Life Regen +0.70 Healmod +11% A belt that goes around your waist. |
Velathra the Strikebrace1.0 Encumbrance T3 belt armor [Random Unique] Nature/Master While equipped: offense ------ Physical Crit +3.0% Spell Crit +1% Critical power +6.00% Physical Power +4 (+1 eff.) Ignore resists +20% lightning defense ------ Resistance +7% acid +7% fire +15% lightning +6% cold Life Regen +1.80 Healmod +18% A belt that goes around your waist. |
cleansing hardened leather belt of resilience1.0 Encumbrance T3 belt armor [Ego] Nature/Disrupt While equipped: defense ------ Resistance +9% acid +8% blight Life +41.00 A belt that goes around your waist. |
grounding hardened leather belt of the vagrant1.0 Encumbrance T3 belt armor [Ego+] Nature While equipped: Stats +3 Con offense ------ Mindpower +6 (+2 eff.) defense ------ Resistance +8% lightning +8% temporal Mind save +5 (+2 eff.) A belt that goes around your waist. |
hardened leather belt1.0 Encumbrance T3 belt armor [Normal] A belt that goes around your waist. |
linen cloak 'Dourstriker' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Dex +2 Cun +2 Con offense ------ Damage +3% physical Ignore resists +10% darkness Accuracy +10 (+1 eff.) defense ------ Defense +1 (+0 eff.) other ------- See Invisibility +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal linen cloak of Eldoral (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master/Psionic While equipped: Stats +1 Dex +3 Wil +1 Cun defense ------ Defense +1 (+0 eff.) Mind save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lavaguile (12 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +6 Str +6 Dex offense ------ Damage +18% fire defense ------ Defense +12 (+2 eff.) Physical save +8 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Nature While equipped: defense ------ Defense +2 (+0 eff.) Resistance +13% nature +13% blight Life Regen +1.00 Healmod +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eremechik (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +1 Con offense ------ Physical Power +5 (+1 eff.) Spellpower +4 (+1 eff.) Accuracy +15 (+2 eff.) defense ------ Armor +1 other ------- Stamina/turn +1.00 A pair of boots made of leather. |
Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
blood-soaked pair of hardened leather boots of rushing (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego++] Master While equipped: Stats +3 Str +3 Con offense ------ Physical Crit +4.0% Physical Power +4 (+1 eff.) Ignore Armor +6 defense ------ Armor +3 Rush: Puts all charms on 25 turn cooldown Effective talent level: 4.5 Power cost 25 out of 25/25. Range 9 Cooldown: 20 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego] Master While equipped: defense ------ Armor +3 other ------- Stamina/turn +0.80 Max stamina +25.00 A pair of boots made of leather. |
Liselrann (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +3 Str +2 Mag +2 Wil offense ------ Spell Crit +2% Damage +6% mind defense ------ Armor +3 Fatigue +2% Resistance +3% mind other ------- Mana/turn +0.12 Max mana +23.00 Light +2 Infravision +3 See Invisibility +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Vilejustice' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +5 Dex +1 Mag offense ------ Mindpower +10 (+4 eff.) Damage +3% nature defense ------ Armor +3 Fatigue -3% Physical save +6 (+2 eff.) other ------- Encumbrance +23 EQ when Hit +0.04 Psi when Hit +0.08 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 92% Range: 1.0x-1.1x Uses 40% Cun, 40% Str, 50% Mag 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit level 1 These gloves are coated with a thick, green liquid. |
rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Unarmed combat: Weapon Damage 96% Range: 1.0x-1.1x Uses 40% Dex, 40% Cun, 50% Mag 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
alchemist's hardened leather gloves of sorrow (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego++] Arcane/Psionic While equipped: Stats +2 Mag +3 Wil offense ------ Mindpower +5 (+2 eff.) On-Hit 6 acid 19 darkness 5 lightning 3 cold 20 mind 3 fire On-Hit (Melee): * 19% chance to reduce all saves and defense by 25 defense ------ Armor +2 Mind save -14 (-4 eff.) Unarmed combat: Weapon Damage 116% Range: 1.0x-1.1x Uses 40% Dex, 40% Cun, 50% Mag 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +7 ice +13 fire +4 acid +14 lightning On Hit: 10% Reproach level 3 Ruined Earth: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range 6 Cooldown: 30 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic drakeskin leather gloves of the nighthunter (0 def, 7 armour)1.0 Encumbrance T4 hands armor [Ego++] Master/Psionic While equipped: Stats +3 Cun offense ------ Accuracy +9 (+1 eff.) defense ------ Armor +7 Resistance +7% darkness Mind save +7 (+3 eff.) Life +52.00 other ------- Infravision +2 Unarmed combat: Weapon Damage 139% Range: 1.0x-1.1x Uses 40% Dex, 40% Cun, 50% Mag 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +12 Ignore Armor +5 Critical Rate +8.0% Attack Speed 100% On-hit +15 darkness On Hit: 10% Battle Shout level 5 On Crit: 10% Dominate level 5 Track: Puts all charms on 15 turn cooldown Effective talent level: 3.5 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 6 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Skystinger (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats +5 Dex offense ------ Damage +6% lightning Ignore resists +20% lightning Accuracy +6 (+1 eff.) When Hit 6 lightning defense ------ Armor +1 Fatigue +1% Resistance +12% lightning Physical save +6 (+2 eff.) Mind save +6 (+2 eff.) Disarm Resist +21% other ------- Light +2 Unarmed combat: Weapon Damage 102% Range: 1.0x-1.4x Uses 40% Dex, 40% Cun, 50% Mag 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On Hit: 10% Perfect Control level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
blighted iron gauntlets of magic (+2) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag offense ------ On-Hit 6 blight Damage +4% blight +4% arcane defense ------ Armor +1 Fatigue +1% Resistance +5% blight Unarmed combat: Weapon Damage 100% Range: 1.0x-1.4x Uses 40% Cun, 40% Str, 50% Mag 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On-hit +4 arcane On-crit, radius 2 +6 blight +5 arcane On Hit: 20% Soul Rot level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Vorireba the dwarven-steel gauntlets (20 def, 9 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +4 Str +5 Con offense ------ Physical Power +10 (+2 eff.) On-Hit 8 physical Damage +5% physical defense ------ Armor +9 Defense +20 (+4 eff.) Fatigue +3% other ------- Max stamina +20.00 Unarmed combat: Weapon Damage 124% Range: 1.0x-1.4x Uses 40% Dex, 40% Cun, 50% Mag 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-Hit, radius 1 +7 physical On-crit, radius 2 +6 physical On Hit: 10% Sand Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Bethilrata' (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Str +4 Dex +4 Cun offense ------ Spellpower +10 (+2 eff.) Spellpower/crit +2 Damage +3% arcane Ignore resists +25% arcane Ignore Shields +10% When Hit 6 temporal defense ------ Armor +2 Fatigue +3% Physical save +11 (+3 eff.) other ------- Cooldown Double Strike -1 Unarmed combat: Weapon Damage 117% Range: 1.0x-1.4x Uses 40% Dex, 40% Cun, 50% Mag 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +6 Ignore Armor +9 Critical Rate +15.0% Attack Speed 83% On Hit: 10% Set Up level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
aegis cashmere wizard hat of arcana (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego++] Arcane While equipped: Stats +5 Mag +4 Wil offense ------ Spellpower +4 (+1 eff.) defense ------ Defense +2 (+0 eff.) Shield Power +8% Life Regen +2.40 A pointy cloth hat, very wizardly... |
starseer's cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: offense ------ Damage +5% darkness +5% temporal +6% light +8% physical defense ------ Defense +2 (+0 eff.) A pointy cloth hat, very wizardly... |
Greenpython the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Dex offense ------ On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +1 Fatigue +1% Resistance +6% blight +3% nature A cap made of leather. |
Lightwrecker (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +7 Cun +1 Str offense ------ Spell Crit +3% Damage +6% light Ignore resists +10% blight defense ------ Defense +1 (+0 eff.) Mind save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
insulating rough leather cap of strength (+2) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Str defense ------ Armor +1 Fatigue +1% Resistance +6% fire +5% cold A cap made of leather. |
hardened leather cap of dexterity (+4) (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego] Master While equipped: Stats +4 Dex defense ------ Armor +3 Fatigue +3% A cap made of leather. |
Betyrimina the Lightrock (0 def, 5 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex +3 Mag +3 Cun +1 Con offense ------ Physical Crit +2.0% Physical Power +5 (+1 eff.) Damage +15% light Ignore Armor +5 defense ------ Armor +5 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+4 eff.) Spell save +12 (+3 eff.) Mind save +12 (+4 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
dwarven-steel helm 'Nimbusbone' (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +6 Str offense ------ Damage +9% lightning +27% acid Ignore resists +25% lightning +25% acid On-Hit (Melee): * 10% chance to reduce armor by 46% defense ------ Armor +4 Fatigue +4% Resistance +5% arcane A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
prismatic dwarven-steel helm (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego] Nature While equipped: defense ------ Armor +4 Fatigue +4% Resistance +13% light +13% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
15 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
7 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+1 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
1275 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Blindrain the brass lantern2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +3 Dex +3 Wil offense ------ Critical power +15.00% Damage +6% mind Ignore resists +5% darkness Accuracy +10 (+1 eff.) On-Hit (Melee): * 10% chance to reduce armor by 46% defense ------ Unlife -20.00 life other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Stokemaster the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +3 Cun +1 Wil offense ------ Critical power +5.00% Damage +6% fire Ignore resists +5% darkness When Hit 2 fire defense ------ Mind save +9 (+3 eff.) other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(85 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Unlighthacker2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +3% darkness defense ------ Resistance +12% nature Spell save +6 (+2 eff.) Life +42.00 other ------- Light +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor's brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +5 (+1 eff.) Life +42.00 Healmod +10% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor's alchemist's lamp of health1.0 Encumbrance T3 lite [Ego] Nature While equipped: defense ------ Physical save +8 (+2 eff.) Life +55.00 Healmod +16% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of deeplife (dig speed 31 turns)3.0 Encumbrance T1 digger tool [Ego+] Nature While equipped: Stats +1 Str defense ------ Resistance +5% darkness Affinity +15% darkness other ------- Infravision +4 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)2.0 Encumbrance 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. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
iron torque of psionic shield [power 25] (25 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Isluna [power 122] (20 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +3 Str +2 Con offense ------ On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +3% nature Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick yew wand of shielding [power 200] (13 cooldown)2.0 Encumbrance T3 wand charm [Ego+] Arcane Create a shield absorbing up to 200 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 13 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Sword of Angolwen the Shalore Spellsword level 32
46th Haze 122nd year of Ascendancy at 14:39 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Sword of Angolwen the Shalore Spellsword level 18
41st Dusk 122nd year of Ascendancy at 16:13 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Sword of Angolwen the Shalore Spellsword level 31
28th Haze 122nd year of Ascendancy at 22:15 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Sword of Angolwen the Shalore Spellsword level 22
78th Dusk 122nd year of Ascendancy at 00:16 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Sword of Angolwen the Shalore Spellsword level 33
47th Haze 122nd year of Ascendancy at 17:23 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Sword of Angolwen the Shalore Spellsword level 29
25th Haze 122nd year of Ascendancy at 20:27 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Sword of Angolwen the Shalore Spellsword level 29
22nd Haze 122nd year of Ascendancy at 19:57 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Sword of Angolwen the Shalore Spellsword level 10
2nd Summertide 122nd year of Ascendancy at 13:49 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Sword of Angolwen the Shalore Spellsword level 20
55th Dusk 122nd year of Ascendancy at 18:58 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Sword of Angolwen the Shalore Spellsword level 30
26th Haze 122nd year of Ascendancy at 11:22 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Sword of Angolwen the Shalore Spellsword level 22
78th Dusk 122nd year of Ascendancy at 01:33 see stats
Savior of the damsels in distress (Insane (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Sword of Angolwen the Shalore Spellsword level 31
28th Haze 122nd year of Ascendancy at 22:15 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Sword of Angolwen the Shalore Spellsword level 30
27th Haze 122nd year of Ascendancy at 16:31 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Sword of Angolwen the Shalore Spellsword level 24
4th Haze 122nd year of Ascendancy at 01:02 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Sword of Angolwen the Shalore Spellsword level 18
29th Dusk 122nd year of Ascendancy at 12:33 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Sword of Angolwen the Shalore Spellsword level 10
3rd Summertide 122nd year of Ascendancy at 05:36 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Sword of Angolwen the Shalore Spellsword level 18
52nd Dusk 122nd year of Ascendancy at 02:43 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Sword of Angolwen the Shalore Spellsword level 21
57th Dusk 122nd year of Ascendancy at 17:23 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Sword of Angolwen the Shalore Spellsword level 15
6th Dusk 122nd year of Ascendancy at 16:31 see stats
Log
Sword of Angolwen deactivates Arcane Armor.
Sword of Angolwen activates Arcane Armor.
Sword of Angolwen deactivates Air Stance.
Sword of Angolwen deactivates Elemental Destruction.
Sword of Angolwen activates Elemental Destruction.
Sword of Angolwen activates Air Stance.
Sword of Angolwen deactivates Elemental Destruction.
Sword of Angolwen activates Elemental Destruction.
Sword of Angolwen deactivates Arcane Stamina.
Sword of Angolwen activates Arcane Stamina.
Sword of Angolwen deactivates Spellsword Combat.
Sword of Angolwen activates Spellsword Combat.
Sword of Angolwen deactivates Aura of Fire.
Sword of Angolwen activates Aura of Fire.
Sword of Angolwen deactivates Feather Wind.
Sword of Angolwen activates Feather Wind.
Sword of Angolwen deactivates Thunderstorm.
The furious lightning storm around Sword of Angolwen calms down and disappears.
Sword of Angolwen activates Thunderstorm.
A furious lightning storm forms around Sword of Angolwen!
Sword of Angolwen deactivates Mana Focus.
Sword of Angolwen activates Mana Focus.
Sword of Angolwen deactivates Wind Storm.
Sword of Angolwen activates Wind Storm.
Sword of Angolwen deactivates Elemental Stance.
Sword of Angolwen activates Elemental Stance.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Earthen Shield
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
The furious lightning storm around Sword of Angolwen calms down and disappears.
Sword of Angolwen deactivates Elemental Destruction.
Sword of Angolwen activates Elemental Destruction.



























































































































































