












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Cornac |
Class | Sun Paladin (Avatar of a Distant Sun) |
Level / Exp | 29 / 50% |
Size | huge |
Lifes / Deaths | Killed by Yveralaith the dire wolf at level 8 on the 12nd Dusk 122nd year of Ascendancy at 06:35 0 / 7Killed by Velegarin the thief at level 21 on the 27th Haze 122nd year of Ascendancy at 18:11 Killed by Isemina the temporal stalker at level 22 on the 7th Regrowth 123rd year of Ascendancy at 12:15 Killed by Layima the large brown snake at level 23 on the 9th Regrowth 123rd year of Ascendancy at 15:22 Killed by worm that walks at level 24 on the 13rd Regrowth 123rd year of Ascendancy at 17:02 Killed by Bethenor the gigantic gravity worm at level 25 on the 35th Regrowth 123rd year of Ascendancy at 19:26 Killed by fire wyrm at level 29 on the 59th Regrowth 123rd year of Ascendancy at 11:25 |
Primary Stats
Strength | 64 (base 55) |
Dexterity | 15 (base 10) |
Constitution | 22 (base 10) |
Magic | 74 (base 58) |
Willpower | 23 (base 10) |
Cunning | 14 (base 10) |
Resources
Life | -209/909 |
Mana | 254/374 |
Stamina | 226/226 |
Positive | 64/134 |
Healing Factor | 1.3524166372472 |
Regeneration | 3.0429374338062 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +104.2% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 8 |
See Stealth | 12 |
See Invisible | 14 |
Offense: Mainhand
Damage | 108 |
Accuracy | 40 |
Crit Chance | 31% |
APR | 5 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 44 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 20 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Nature | +6% |
Light | +6% |
All | 0% |
Offense: Damage Penetration
Cold | +20% |
Light | +33% |
Fire | +14% |
All | 0% |
Defense: Base
Armour (hardiness) | 67.551211628464 (93.607947236566%) |
Defense | 36 |
Ranged Defense | 41 |
Fatigue | 28 |
Physical Save | 43 |
Spell Save | 41 |
Mental Save | 24 |
Defense: Resistances
Arcane | + 8%( 70%) |
Cold | + 33%( 70%) |
All | + 3%( 70%) |
Lightning | + 12%( 70%) |
Light | + 30%( 70%) |
Temporal | + 14%( 70%) |
Physical | + 8%( 70%) |
Darkness | + 20%( 70%) |
Fire | + 8%( 70%) |
Nature | + 23%( 70%) |
Defense: Immunities
Stun Resistance | 43% |
Teleport Resistance | 10% |
Confusion Resistance | 22% |
Silence Resistance | 24% |
Knockback Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 86% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 411 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 499% 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 Willpower stat. |
Infusions | Effective talent level: 1.0 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 194 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
Celestial / Crusader | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Radiance | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Technique / Two-handed assault | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Spell / Stone alchemy | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Light | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
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 grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 fire dragon that dwelled there. | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed naga tongue. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' 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 bloated horror heart. * You've found the needed snow giant kidney. * You've found the needed black mamba head. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed vial of greater demon bile. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed ice ant stinger. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | active |
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 have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
Equipment
On feet | ![]() Betekira (0 def, 5 armour) 2.0 T1 feet armor [Rare] Arcane While equipped: ----- def ----- Armour +5 (-) Resists +5%(-) arcane Spell.save +9 (+4 eff.) (-) Die.at -40.00 life (-) Silence- +24% (-) Confus- +22% (-) Stun/Frz- +20% (-) A pair of boots made of leather. |
Quiver | ![]() 108 alchemist agate 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Light source | ![]() Morbusminister the brass lantern 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6%(-) nature ----- def ----- Defense +10 (+5 eff.) (-) Phys.save +6 (+2 eff.) (-) Mind.save +3 (+1 eff.) (-) Max.HP +42.00 (-) Teleport- +10% (-) ---------- misc Light +3 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() dwarven-steel helm 'Branorehad' (0 def, 4 armour) 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +11(-) Lck dps ---------- Phys.crit +4.0% (-) Spell.crit +2% (-) Mind.crit +4% (-) Melee+ 0(-10) item nature slow 0(-10) item manaburn arcane Acc +20 (+10 eff.) (-) Apr +1 (-) On Hit (Melee): * 10% chance to slow global speed by 39% * 10 arcane resource burn ----- def ----- Armour +4 (-) Fatigue +4% (-) Resists +3%(-) nature Crit.chn- 15.00% (-) Knockbk- +20% (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() Snow Giant Wraps (0 def, 2 armour) 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. The set is complete. While equipped: Stats +4(-) Str dps ---------- Phys.pwr +10 (+3 eff.) (-) ----- def ----- Armour +2 (-) Resists +10%(-) lightning +10%(-) cold Phys.save +10 (+3 eff.) (-) Max.HP +60.00 (-) Knockbk- +50% (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 138.49 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Tool | ![]() Belyrinne [power 220] (25 cooldown) 2.0 T3 totem charm [Random Unique] Nature While equipped: Stats +1(-) Con dps ---------- Crit.mult +5.00% (-) ----- def ----- Armour +8 (-) ---------- misc Stam/turn +2.00 (-) Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 457 Base Damage: 220 Armor: 0 All Resist: 0 Puts all charms on 25 cooldown 100% to increase all damage penetration by 16% for 2 turns. 100% to heal for 32. 100% to reduce fatigue by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() steel ring 'Day's kiss' 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5(-) Str +8(-) Con dps ---------- Phys.pwr +6 (+2 eff.) (-) ----- def ----- Armour +2 (-) Resists +3%(-) light Blind- +43% (-) ---------- misc Infravis +8 (-) See.Stealth +12 (-) See.Invis +14 (-) Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | ![]() Winterrend the copper ring 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +0(-5) Str +0(-8) Con dps ---------- Phys.crit +1.0% Phys.pwr +0 (+0 eff.) (-6 (-2 eff.)) Res.pen +20% cold ----- def ----- Armour +0 (-2) Defense +10 (+5 eff.) Resists +0%(-3%) light +3% cold Phys.save +9 (+3 eff.) HP.reg +2.00 Blind- +0% (-43%) Stun/Frz- +24% ---------- misc Max.stam +10.00 Infravis +0 (-8) See.Stealth +0 (-12) See.Invis +0 (-14) Rings make your fingers look great! Tap to cycle through comparison choices |
Around neck | ![]() Amysin 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3(-) Cun ----- def ----- Resists +3%(-) temporal +5%(-) physical Phys.save +10 (+3 eff.) (-) Spell.save +11 (+5 eff.) (-) Mind.save +12 (+7 eff.) (-) Max.HP +100.00 (-) ---------- misc Stam/turn +0.30 (-) Amulets make your neck look great! |
In main hand | ![]() Hellonslaught (141% power, 2 apr) 3.0 T3 battleaxe 2H weapon Reqs Str 24 [Random Unique] Nature/Master/Psionic Power 141% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 (-) Crit +6.5% (-) Atk.spd 100% (-) Melee+ +8(-) fire +4(-) temporal On Crit.r2 +7(-) fire On Hit: * 10% chance to gain 10% of a turn (3/turn limit) * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) On Crit: * Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% (-) Phys.pwr +12 (+4 eff.) (-) All.spd +4% (-) Res.pen +14%(-) fire ----- def ----- Resists +9%(-) temporal +6%(-) fire Massive two-handed battleaxes. |
Around waist | ![]() Mighty Girdle 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. The set is complete. While equipped: ----- def ----- Armour +4 (-) Fatigue -20% (-) Max.HP +100.00 (-) Knockbk- +40% (-) ---------- misc Max.enc +70 (-) Size +2 (-) 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. |
In off hand | ![]() Titanic (20 def, 18 armour, 159% power, 320 block) 7.0 T3 shield armor Reqs Shield usage training Str 37 [Unique] Master When used to Attack: Power 159% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% (-) Block +320 (-) While equipped: ----- def ----- Armour +18 (-) Hardiness +20% (-) Defense +20 (+10 eff.) (-) Rng.Def +10 (+5 eff.) (-) Fatigue +30% (-) ---------- misc Talents +1.00(-) Block This shield made of the darkest stralite is huge, heavy and very solid. |
Cloak | ![]() Neramithra the cashmere cloak (2 def, 4 armour) 2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +2(-) Dex +6(-) Mag +10(-) Wil +1(-) Cun dps ---------- Spell.crit +4% (-) Apr +2 (-) Melee Ret 4(-) physical ----- def ----- Armour +4 (-) Defense +2 (+1 eff.) (-) Phys.save +3 (+1 eff.) (-) Spell.save +8 (+4 eff.) (-) ---------- misc Max.mana +41.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Thalore-Wood Cuirass (4 def, 12 armour) 12.0 T2 massive armor Reqs Massive armour training Str 26 [Unique] Nature/Master While equipped: Stats +3(-) Dex +3(-) Wil +3(-) Con ----- def ----- Armour +12 (-) Defense +4 (+2 eff.) (-) Fatigue +14% (-) Resists +18%(-) cold +18%(-) darkness +18%(-) nature Heal.mod +25% (-) Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Inventory
![]() healing infusion of the warrior (heal 176; cd 12) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 176 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. |
![]() healing infusion of the wizard (heal 188; cd 13) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 188 then cleanse 1 wound, poison, and disease effect. 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. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 34 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -529 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1059 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
![]() movement infusion of the sneak (speed 442%; cd 12) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 442% 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. |
![]() regeneration infusion of the duelist (heal 136; 14 cd) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 136 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() regeneration infusion of the psychic (heal 219; 12 cd) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 219 life over 5 turns. Its effects scale with your Willpower 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 warrior (heal 277; 15 cd) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 277 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 18% for 2 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. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 16% 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. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 20% for 4 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. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 2 physical, 5 arcane, 4 blight Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 187.80 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd 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 38 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. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 43 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. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 296 damage for 3 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. |
![]() clarifying copper amulet of mastery (0.10 Celestial / Sun) 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +0(-3) Cun ----- def ----- Resists +0%(-5%) physical +11% mind +0%(-3%) temporal Phys.save +0 (+0 eff.) (-10 (-3 eff.)) Spell.save +0 (+0 eff.) (-11 (-5 eff.)) Mind.save +0 (+0 eff.) (-12 (-7 eff.)) Max.HP +0.00 (-100.00) Confus- +20% ---------- misc Stam/turn +0.00 (-0.30) Masteries +0.10 Celestial/Sun Amulets make your neck look great! |
![]() Aerugen the gold amulet 0.1 T3 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +0(-3) Cun dps ---------- Phys.pwr +6 (+2 eff.) Phys.spd +10% Melee+ 7 light 7 darkness Dmg.mod +7% physical +8% light +10% darkness Melee Ret 2 arcane On Melee Ret: * 9% chance to blind * 5% chance to reduce damage dealt by 12% ----- def ----- Fatigue -6% Resists +12% lightning +0%(-5%) physical +0%(-3%) temporal Crit.chn- 15.00% Phys.save +0 (+0 eff.) (-10 (-3 eff.)) Spell.save +0 (+0 eff.) (-11 (-5 eff.)) Mind.save +0 (+0 eff.) (-12 (-7 eff.)) Max.HP +0.00 (-100.00) HP.reg +2.00 ---------- misc Stam/turn +0.00 (-0.30) Amulets make your neck look great! |
![]() clarifying gold amulet of strength (+4) 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Str +0(-3) Cun ----- def ----- Resists +0%(-5%) physical +15% mind +0%(-3%) temporal Phys.save +0 (+0 eff.) (-10 (-3 eff.)) Spell.save +0 (+0 eff.) (-11 (-5 eff.)) Mind.save +0 (+0 eff.) (-12 (-7 eff.)) Max.HP +0.00 (-100.00) Confus- +21% ---------- misc Stam/turn +0.00 (-0.30) Amulets make your neck look great! |
![]() Puswasp 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +0(-5) Str +3 Wil +5 Cun +0(-8) Con dps ---------- Phys.pwr +0 (+0 eff.) (-6 (-2 eff.)) Dmg.mod +3% nature +11% fire Melee Ret 6 nature ----- def ----- Armour +0 (-2) Resists +0%(-3%) light +22% fire Blind- +0% (-43%) ---------- misc Light +3 Infravis +0 (-8) See.Stealth +0 (-12) See.Invis +0 (-14) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() Quenchnigh 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +0(-5) Str +1 Dex +0(-8) Con dps ---------- Phys.pwr +0 (+0 eff.) (-6 (-2 eff.)) Dmg.mod +9% cold Res.pen +5% cold Acc +8 (+3 eff.) Apr +8 ----- def ----- Armour +0 (-2) Defense +8 (+4 eff.) Resists +0%(-3%) light +12% cold Spell.save +9 (+3 eff.) Blind- +0% (-43%) ---------- misc Infravis +0 (-8) See.Stealth +0 (-12) See.Invis +0 (-14) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 91% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! Tap to cycle through comparison choices |
![]() Strikevengeance the copper ring 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +0(-5) Str +5 Dex +5 Cun +0(-8) Con dps ---------- Phys.pwr +0 (+0 eff.) (-6 (-2 eff.)) Dmg.mod +3% lightning +6% temporal +3% mind Res.pen +25% lightning Acc +6 (+2 eff.) ----- def ----- Armour +0 (-2) Resists +0%(-3%) light Blind- +0% (-43%) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Infravis +0 (-8) See.Stealth +0 (-12) See.Invis +0 (-14) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() copper ring 0.1 T1 ring jewelry [Normal] While equipped: Stats +0(-5) Str +0(-8) Con dps ---------- Phys.pwr +0 (+0 eff.) (-6 (-2 eff.)) ----- def ----- Armour +0 (-2) Resists +0%(-3%) light Blind- +0% (-43%) ---------- misc Infravis +0 (-8) See.Stealth +0 (-12) See.Invis +0 (-14) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() Charsting the steel ring 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +0(-5) Str +0(-8) Con dps ---------- Phys.pwr +0 (+0 eff.) (-6 (-2 eff.)) Dmg.mod +6% temporal Res.pen +25% acid +10% temporal Melee Ret 10 fire 6 temporal ----- def ----- Armour +0 (-2) Resists +0%(-3%) light Max.HP +32.00 Blind- +0% (-43%) Disarm- +20% Pinning- +25% Knockbk- +28% ---------- misc Infravis +0 (-8) See.Stealth +0 (-12) See.Invis +0 (-14) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() Vargh Redemption 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +0(-5) Str +4 Wil +6(-2) Con dps ---------- Phys.pwr +0 (+0 eff.) (-6 (-2 eff.)) Dmg.mod +15% cold ----- def ----- Armour +0 (-2) Resists +25% cold +10% nature +0%(-3%) light Blind- +0% (-43%) ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Infravis +0 (-8) See.Stealth +0 (-12) See.Invis +0 (-14) Summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 10.49 cold and 10.49 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. Tap to cycle through comparison choices |
![]() Ivegamira 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +0(-5) Str +4(-4) Con dps ---------- Phys.pwr +0 (+0 eff.) (-6 (-2 eff.)) Dmg.mod +15% fire Acc +10 (+3 eff.) ----- def ----- Armour +0 (-2) Resists +0%(-3%) light +30% fire Spell.save +9 (+3 eff.) Die.at -80.00 life Heal.mod +20% Blind- +0% (-43%) ---------- misc Infravis +0 (-8) See.Stealth +0 (-12) See.Invis +0 (-14) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() marksman's gold ring of lightning (+24%) 0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +0(-5) Str +5 Dex +0(-8) Con dps ---------- Phys.pwr +0 (+0 eff.) (-6 (-2 eff.)) Dmg.mod +12% lightning Acc +10 (+3 eff.) ----- def ----- Armour +0 (-2) Resists +24% lightning +0%(-3%) light Blind- +0% (-43%) ---------- misc Infravis +0 (-8) See.Stealth +0 (-12) See.Invis +0 (-14) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() yew vilestaff (120% power, 4 apr, blight element) 5.0 T3 staff 2H weapon Reqs Mag 24 [Normal] Power 120% (-20%) Range: 1.2x (-0.3x) Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 (+2) Crit +3.5% (-3.0%) Atk.spd 100% (-) Melee+ +0(-8) fire +0(-4) temporal On Crit.r2 +0(-7) fire On Hit: * 0% chance to gain 10% of a turn (3/turn limit) - 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) On Crit: - Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +0.0% (-10.0%) Spell.crit +3% Phys.pwr +0 (+0 eff.) (-12 (-4 eff.)) Spell.pwr +9 (+3 eff.) All.spd +0% (-4%) Dmg.mod +20% blight Res.pen +0%(-14%) fire ----- def ----- Resists +0%(-9%) temporal +0%(-6%) fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() Cureshear (122% power, 2 apr) 3.0 T2 battleaxe 2H weapon Reqs Str 16 [Random Unique] Arcane/Psionic Power 122% (-19%) Range: 1.5x (+0.0x) Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 (-) Crit +5.0% (-1.5%) Atk.spd 100% (-) Melee+ +0(-4) temporal +10 darkness +0(-8) fire +13 cold Against +10% Living On Crit.r2 +0(-7) fire On Hit: * 0% chance to gain 10% of a turn (3/turn limit) - 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) On Crit: + Splash the target with acid dealing 127 damage over 5 turns and reducing armor and accuracy by 16 - Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +1 Cun +4 Str dps ---------- Phys.crit +0.0% (-10.0%) Phys.pwr +0 (+0 eff.) (-12 (-4 eff.)) All.spd +0% (-4%) Res.pen +5% nature +0%(-14%) fire ----- def ----- Resists +0%(-9%) temporal +0%(-6%) fire ---------- misc Light +3 Massive two-handed battleaxes. |
![]() Stormfront (136% power, 15 apr) 3.0 T2 battleaxe 2H weapon Reqs Str 16 [Unique] Nature Power 136% (-4%) Range: 1.5x (+0.0x) Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +15 (+13) Crit +5.0% (-1.5%) Atk.spd 100% (-) Melee+ +15 lightning +0(-4) temporal +15 cold +0(-8) fire On Crit.r2 +0(-7) fire On Hit: * 0% chance to gain 10% of a turn (3/turn limit) - 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) On Crit: + inflicts either shocked or wet, chosen at random - Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +0.0% (-10.0%) Phys.pwr +0 (+0 eff.) (-12 (-4 eff.)) All.spd +0% (-4%) Dmg.mod +12% lightning +12% cold Res.pen +0%(-14%) fire ----- def ----- Resists +0%(-9%) temporal +0%(-6%) fire The blade glows faintly blue, and reflects a sky full of stormy clouds. |
![]() balanced dwarven-steel battleaxe of projection (140% power, 2 apr) 3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego+] Master/Psionic Power 140% (+0%) Range: 1.5x (+0.0x) Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 (-) Crit +6.5% (-) Atk.spd 100% (-) Melee+ +0(-8) fire +0(-4) temporal On Crit.r2 +0(-7) fire On Hit: * 0% chance to gain 10% of a turn (3/turn limit) - 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) + Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: - Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +0.0% (-10.0%) Phys.pwr +0 (+0 eff.) (-12 (-4 eff.)) All.spd +0% (-4%) Res.pen +0%(-14%) fire Acc +12 (+4 eff.) ----- def ----- Defense +10 (+5 eff.) Resists +0%(-9%) temporal +0%(-6%) fire Disarm- +40% Massive two-handed battleaxes. |
![]() Bill's Tree Trunk (136% power, 7 apr) 5.0 T1 greatmaul 2H weapon Reqs Str 25 [Unique] Master Power 136% (-4%) Range: 1.7x (+0.2x) Uses 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 (+5) Crit +1.5% (-5.0%) Atk.spd 100% (-) Melee+ +0(-8) fire +0(-4) temporal On Crit.r2 +0(-7) fire On Hit: * 0% chance to gain 10% of a turn (3/turn limit) - 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) On Crit: - Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +0.0% (-10.0%) Phys.pwr +0 (+0 eff.) (-12 (-4 eff.)) All.spd +0% (-4%) Res.pen +0%(-14%) fire ----- def ----- Resists +0%(-9%) temporal +0%(-6%) fire Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 10 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
![]() Shivertickler (115% power, 1 apr) 5.0 T1 greatmaul 2H weapon Reqs Str 11 [Rare] Psionic Power 115% (-26%) Range: 1.5x (+0.0x) Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 (-1) Crit +0.5% (-6.0%) Atk.spd 100% (-) Melee+ +0(-4) temporal +9 darkness +4 cold +0(-8) fire Against +9% Living On Crit.r2 +0(-7) fire On Hit: * 20% chance to reduce armor by 32% * 0% chance to gain 10% of a turn (3/turn limit) - 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) On Crit: - Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +0.0% (-10.0%) Phys.pwr +0 (+0 eff.) (-12 (-4 eff.)) All.spd +0% (-4%) Dmg.mod +3% lightning Res.pen +0%(-14%) fire ----- def ----- Resists +0%(-6%) fire +0%(-9%) temporal +9% cold Massive two-handed mauls. |
![]() truestriking dwarven-steel greatmaul of corruption (155% power, 2 apr) 5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego++] Arcane/Master Power 155% (+13%) Range: 1.5x (+0.0x) Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 (-) Crit +1.5% (-5.0%) Atk.spd 100% (-) Melee+ +0(-8) fire +0(-4) temporal On Crit.r2 +0(-7) fire On Hit: 20% Curse of Vulnerability 3 On Hit: * 0% chance to gain 10% of a turn (3/turn limit) - 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) On Crit: - Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +0.0% (-10.0%) Phys.pwr +0 (+0 eff.) (-12 (-4 eff.)) All.spd +0% (-4%) Res.pen +0%(-14%) fire +16% physical Acc +23 (+8 eff.) Apr +12 ----- def ----- Resists +0%(-9%) temporal +0%(-6%) fire Massive two-handed mauls. |
![]() stralite greatmaul of evisceration (165% power, 3 apr) 5.0 T4 greatmaul 2H weapon Reqs Str 35 [Ego+] Master Power 165% (+24%) Range: 1.5x (+0.0x) Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 (+1) Crit +2.5% (-4.0%) Atk.spd 100% (-) Melee+ +0(-8) fire +0(-4) temporal On Crit.r2 +0(-7) fire On Hit: * 0% chance to gain 10% of a turn (3/turn limit) - 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) On Crit: - Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% + Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +12.0% (+2.0%) Phys.pwr +9 (+3 eff.) (-3 (-1 eff.)) All.spd +0% (-4%) Res.pen +0%(-14%) fire ----- def ----- Resists +0%(-9%) temporal +0%(-6%) fire Massive two-handed mauls. |
![]() elemental iron greatsword of crippling (117% power, 1 apr) 3.0 T1 greatsword 2H weapon Reqs Str 11 [Ego++] Arcane/Master Power 117% (-24%) Range: 1.6x (+0.1x) Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 (-1) Crit +2.5% (-4.0%) Atk.spd 100% (-) Melee+ +0(-8) fire +0(-4) temporal On Crit.r2 +0(-7) fire On Hit: * 0% chance to gain 10% of a turn (3/turn limit) - 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) + Create an explosion dealing 76 acid damage (1/turn) On Crit: + Cripple the target reducing mind, spell, and combat action speeds by 30% - Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% (-3.0%) Phys.pwr +0 (+0 eff.) (-12 (-4 eff.)) All.spd +0% (-4%) Dmg.mod +9% acid Res.pen +10% acid +0%(-14%) fire ----- def ----- Resists +0%(-9%) temporal +0%(-6%) fire Massive two-handed swords. |
![]() iron greatsword (112% power, 1 apr) 3.0 T1 greatsword 2H weapon Reqs Str 11 [Normal] Power 112% (-29%) Range: 1.6x (+0.1x) Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 (-1) Crit +2.5% (-4.0%) Atk.spd 100% (-) Melee+ +0(-8) fire +0(-4) temporal On Crit.r2 +0(-7) fire On Hit: * 0% chance to gain 10% of a turn (3/turn limit) - 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) On Crit: - Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +0.0% (-10.0%) Phys.pwr +0 (+0 eff.) (-12 (-4 eff.)) All.spd +0% (-4%) Res.pen +0%(-14%) fire ----- def ----- Resists +0%(-9%) temporal +0%(-6%) fire Massive two-handed swords. |
![]() Spectral Blade (130% power, 25 apr) 0.1 T2 greatsword 2H weapon Reqs Mag 18 [Unique] Arcane/Master Power 130% (-10%) Range: 1.6x (+0.1x) Uses 10% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +25 (+23) Crit +3.0% (-3.5%) Atk.spd 111% (+11%) Melee+ +0(-8) fire +0(-4) temporal +15 arcane On Crit.r2 +30 arcane silence +0(-7) fire On Hit: * 0% chance to gain 10% of a turn (3/turn limit) - 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) On Crit: - Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +0.0% (-10.0%) Phys.pwr +0 (+0 eff.) (-12 (-4 eff.)) Spell.pwr +5 (+2 eff.) All.spd +0% (-4%) Res.pen +0%(-14%) fire ----- def ----- Resists +0%(-9%) temporal +0%(-6%) fire ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
![]() steel greatsword 'Nightpiercer' (141% power, 2 apr) 3.0 T2 greatsword 2H weapon Reqs Str 16 [Random Unique] Master/Psionic Power 141% (+0%) Range: 1.6x (+0.1x) Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 (-) Crit +3.0% (-3.5%) Atk.spd 100% (-) Melee+ +0(-4) temporal +0(-8) fire +12 mind On Crit.r2 +0(-7) fire On Hit: * 0% chance to gain 10% of a turn (3/turn limit) * 17% chance to reduce all saves and defense by 14 + Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) - 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) On Crit: - Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +3 Cun +3 Wil dps ---------- Phys.crit +0.0% (-10.0%) Phys.pwr +0 (+0 eff.) (-12 (-4 eff.)) All.spd +0% (-4%) Res.pen +0%(-14%) fire On Hit (Melee): * 10% chance to reduce damage dealt by 12% ----- def ----- Resists +3% blight +0%(-6%) fire +9% nature +0%(-9%) temporal Massive two-handed swords. |
![]() warbringer's steel greatsword of crippling (132% power, 2 apr) 3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego++] Master Power 132% (-8%) Range: 1.6x (+0.1x) Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 (-) Crit +3.0% (-3.5%) Atk.spd 100% (-) Melee+ +0(-8) fire +0(-4) temporal On Crit.r2 +0(-7) fire On Hit: * 0% chance to gain 10% of a turn (3/turn limit) - 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) On Crit: + Cripple the target reducing mind, spell, and combat action speeds by 30% - Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +3 Con dps ---------- Phys.crit +9.0% (-1.0%) Phys.pwr +10 (+4 eff.) (-2 (+0 eff.)) All.spd +0% (-4%) Res.pen +0%(-14%) fire +9% physical ----- def ----- Resists +0%(-9%) temporal +0%(-6%) fire Disarm- +16% Massive two-handed swords. |
![]() Sootpyre the dwarven-steel greatsword (145% power, 2 apr) 3.0 T3 greatsword 2H weapon Reqs Str 24 [Random Unique] Arcane/Nature/Master Power 145% (+4%) Range: 1.6x (+0.1x) Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 (-) Crit +3.5% (-3.0%) Atk.spd 100% (-) Melee+ +0(-4) temporal +17 cold +0(-8) fire +13 nature On Crit.r2 +0(-7) fire On Hit: * 0% chance to gain 10% of a turn (3/turn limit) - 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) On Crit: - Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +0.0% (-10.0%) Spell.crit +2% Phys.pwr +0 (+0 eff.) (-12 (-4 eff.)) All.spd +0% (-4%) Res.pen +0%(-14%) fire Acc +12 (+4 eff.) On Hit (Melee): * 10% chance to reduce damage dealt by 12% ----- def ----- Defense +12 (+5 eff.) Resists +0%(-6%) fire +6% darkness +0%(-9%) temporal Disarm- +36% Massive two-handed swords. |
![]() Wintermire the dwarven-steel greatsword (145% power, 2 apr) 3.0 T3 greatsword 2H weapon Reqs Str 24 [Rare] Arcane Power 145% (+4%) Range: 1.6x (+0.1x) Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 (-) Crit +3.5% (-3.0%) Atk.spd 100% (-) Melee+ +16 acid +0(-4) temporal +4 cold +0(-8) fire On Hit.r1 +14 fire On Crit.r2 +20 light +0(-7) fire On Hit: * 0% chance to gain 10% of a turn (3/turn limit) - 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) On Crit: - Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +0.0% (-10.0%) Phys.pwr +0 (+0 eff.) (-12 (-4 eff.)) All.spd +0% (-4%) Dmg.mod +6% acid +6% cold +12% light Res.pen +10% acid +0%(-14%) fire Melee Ret 4 cold ----- def ----- Resists +0%(-9%) temporal +0%(-6%) fire Massive two-handed swords. |
![]() dwarven-steel greatsword (146% power, 2 apr) 3.0 T3 greatsword 2H weapon Reqs Str 24 [Normal] Power 146% (+5%) Range: 1.6x (+0.1x) Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 (-) Crit +3.5% (-3.0%) Atk.spd 100% (-) Melee+ +0(-8) fire +0(-4) temporal On Crit.r2 +0(-7) fire On Hit: * 0% chance to gain 10% of a turn (3/turn limit) - 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) On Crit: - Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +0.0% (-10.0%) Phys.pwr +0 (+0 eff.) (-12 (-4 eff.)) All.spd +0% (-4%) Res.pen +0%(-14%) fire ----- def ----- Resists +0%(-9%) temporal +0%(-6%) fire Massive two-handed swords. |
![]() manaburning steel longsword of massacre (125% power, 3 apr) 3.0 T2 longsword 1H weapon Reqs Str 16 [Ego] Disrupt/Master Power 125% (-15%) Range: 1.4x (-0.1x) Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 (+1) Crit +3.0% (-3.5%) Atk.spd 100% (-) Melee+ +0(-8) fire +0(-4) temporal On Crit.r2 +0(-7) fire On Hit: * 0% chance to gain 10% of a turn (3/turn limit) * 12 arcane resource burn - 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) On Crit: - Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +0.0% (-10.0%) Phys.pwr +0 (+0 eff.) (-12 (-4 eff.)) All.spd +0% (-4%) Res.pen +0%(-14%) fire ----- def ----- Resists +0%(-9%) temporal +0%(-6%) fire Sharp, long, and deadly. |
![]() truestriking steel longsword of enduring (117% power, 3 apr) 3.0 T2 longsword 1H weapon Reqs Str 16 [Ego++] Nature/Master Power 117% (-24%) Range: 1.4x (-0.1x) Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 (+1) Crit +3.0% (-3.5%) Atk.spd 100% (-) Melee+ +0(-8) fire +0(-4) temporal On Crit.r2 +0(-7) fire On Hit: * 0% chance to gain 10% of a turn (3/turn limit) - 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) On Crit: - Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +7 Con +7 Wil dps ---------- Phys.crit +0.0% (-10.0%) Phys.pwr +0 (+0 eff.) (-12 (-4 eff.)) All.spd +0% (-4%) Res.pen +0%(-14%) fire +5% physical Acc +10 (+3 eff.) Apr +6 ----- def ----- Resists +0%(-9%) temporal +0%(-6%) fire Max.HP +10.00 Sharp, long, and deadly. |
![]() balanced dwarven-steel longsword of massacre (140% power, 4 apr) 3.0 T3 longsword 1H weapon Reqs Str 24 [Ego] Master Power 140% (+0%) Range: 1.4x (-0.1x) Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 (+2) Crit +3.5% (-3.0%) Atk.spd 100% (-) Melee+ +0(-8) fire +0(-4) temporal On Crit.r2 +0(-7) fire On Hit: * 0% chance to gain 10% of a turn (3/turn limit) - 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) On Crit: - Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +0.0% (-10.0%) Phys.pwr +0 (+0 eff.) (-12 (-4 eff.)) All.spd +0% (-4%) Res.pen +0%(-14%) fire Acc +10 (+3 eff.) ----- def ----- Defense +7 (+4 eff.) Resists +0%(-9%) temporal +0%(-6%) fire Disarm- +30% Sharp, long, and deadly. |
![]() enhanced dwarven-steel longsword (125% power, 4 apr) 3.0 T3 longsword 1H weapon Reqs Str 24 [Ego+] Nature Power 125% (-16%) Range: 1.4x (-0.1x) Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 (+2) Crit +3.5% (-3.0%) Atk.spd 100% (-) Melee+ +0(-8) fire +0(-4) temporal On Crit.r2 +0(-7) fire On Hit: * 0% chance to gain 10% of a turn (3/turn limit) - 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) On Crit: - Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +5 Str +5 Dex +3 Mag +4 Wil +4 Cun +9 Con dps ---------- Phys.crit +0.0% (-10.0%) Phys.pwr +0 (+0 eff.) (-12 (-4 eff.)) All.spd +0% (-4%) Res.pen +0%(-14%) fire ----- def ----- Resists +0%(-9%) temporal +0%(-6%) fire Sharp, long, and deadly. |
![]() balanced stralite longsword of the mystic (144% power, 5 apr) 3.0 T4 longsword 1H weapon Reqs Str 35 [Ego] Arcane/Master Power 144% (+3%) Range: 1.4x (-0.1x) Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 (+3) Crit +4.5% (-2.0%) Atk.spd 100% (-) Melee+ +0(-8) fire +0(-4) temporal On Crit.r2 +0(-7) fire On Hit: * 0% chance to gain 10% of a turn (3/turn limit) - 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) On Crit: - Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +2 Mag +3 Wil dps ---------- Phys.crit +0.0% (-10.0%) Phys.pwr +0 (+0 eff.) (-12 (-4 eff.)) Spell.pwr +5 (+2 eff.) All.spd +0% (-4%) Res.pen +0%(-14%) fire Acc +9 (+3 eff.) ----- def ----- Defense +5 (+3 eff.) Resists +0%(-9%) temporal +0%(-6%) fire Disarm- +27% Sharp, long, and deadly. |
![]() Polarin the Morningwisp (107% power, 3 apr) 3.0 T2 waraxe 1H weapon Reqs Str 16 [Rare] Arcane Power 107% (-34%) Range: 1.4x (-0.1x) Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 (+1) Crit +4.0% (-2.5%) Atk.spd 100% (-) Melee+ +0(-8) fire +0(-4) temporal On Hit.r1 +8 fire On Crit.r2 +0(-7) fire On Hit: * 0% chance to gain 10% of a turn (3/turn limit) - 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) On Crit: - Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +0.0% (-10.0%) Phys.pwr +0 (+0 eff.) (-12 (-4 eff.)) All.spd +0% (-4%) Dmg.mod +6% light +6% cold Res.pen +10% cold +25% light +0%(-14%) fire ----- def ----- Resists +0%(-6%) fire +0%(-9%) temporal +9% cold Crit.chn- 15.00% ---------- misc Light +3 One-handed war axes. |
![]() Torurach the Daylace (124% power, 4 apr) 3.0 T3 waraxe 1H weapon Reqs Str 24 [Rare] Arcane Power 124% (-17%) Range: 1.4x (-0.1x) Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 (+2) Crit +4.5% (-2.0%) Atk.spd 100% (-) Melee+ +20 light +25 blight +0(-8) fire +0(-4) temporal On Crit.r2 +8 light +0(-7) fire On Hit: * 16% chance to reduce strength, dexterity, and constitution by 23 * 0% chance to gain 10% of a turn (3/turn limit) - 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) On Crit: - Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +4 Dex dps ---------- Phys.crit +0.0% (-10.0%) Phys.pwr +0 (+0 eff.) (-12 (-4 eff.)) All.spd +0% (-4%) Res.pen +0%(-14%) fire ----- def ----- Resists +0%(-9%) temporal +0%(-6%) fire Crit.chn- 15.00% ---------- misc Infravis +3 One-handed war axes. |
![]() acidic stralite waraxe of massacre (148% power, 5 apr) 3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego] Arcane/Master Power 148% (+7%) Range: 1.4x (-0.1x) Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 (+3) Crit +6.5% (-) Atk.spd 100% (-) Melee+ +0(-8) fire +0(-4) temporal On Crit.r2 +0(-7) fire On Hit: * 0% chance to gain 10% of a turn (3/turn limit) - 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) On Crit: - Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% + Splash the target with acid dealing 127 damage over 5 turns and reducing armor and accuracy by 16 While equipped: dps ---------- Phys.crit +0.0% (-10.0%) Phys.pwr +0 (+0 eff.) (-12 (-4 eff.)) All.spd +0% (-4%) Res.pen +0%(-14%) fire ----- def ----- Resists +0%(-9%) temporal +0%(-6%) fire One-handed war axes. |
![]() inquisitor's dwarven-steel dagger (120% power, 7 apr) 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Disrupt Power 120% (-20%) Range: 1.3x (-0.2x) Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 (+5) Crit +6.0% (-0.5%) Atk.spd 100% (-) Melee+ +0(-8) fire +0(-4) temporal On Crit.r2 +0(-7) fire On Hit: * 0% chance to gain 10% of a turn (3/turn limit) - 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) On Crit: + Deals 29 Manaburn damage and puts 1 random spell talent on cooldown for 2 turns (checks Confusion immunity) - Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +0.0% (-10.0%) Phys.pwr +0 (+0 eff.) (-12 (-4 eff.)) All.spd +0% (-4%) Res.pen +0%(-14%) fire ----- def ----- Resists +0%(-9%) temporal +0%(-6%) fire Sharp, short and deadly. Tap to cycle through comparison choices |
![]() projecting thorny mindstar (96% power, 24 apr, nature damage) 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature/Psionic Power 96% (-45%) Range: 1.1x (-0.4x) Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 (+22) Crit +3.5% (-3.0%) Atk.spd 100% (-) Melee+ +0(-8) fire +0(-4) temporal On Crit.r2 +0(-7) fire On Hit: * 0% chance to gain 10% of a turn (3/turn limit) - 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) On Crit: - Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +0.0% (-10.0%) Mind.crit +3% Phys.pwr +0 (+0 eff.) (-12 (-4 eff.)) Mind.pwr +6 (+3 eff.) All.spd +0% (-4%) Dmg.mod +8% lightning +14% fire +10% cold Res.pen +0%(-14%) fire ----- def ----- Resists +0%(-9%) temporal +0%(-6%) fire ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.10 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
![]() thorny mindstar 'Hathalathalach' (96% power, 24 apr, nature damage) 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Rare] Nature/Psionic Power 96% (-45%) Range: 1.1x (-0.4x) Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 (+22) Crit +3.5% (-3.0%) Atk.spd 100% (-) Melee+ +0(-8) fire +0(-4) temporal On Crit.r2 +0(-7) fire On Hit: * 0% chance to gain 10% of a turn (3/turn limit) - 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) On Crit: - Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +4 Wil +3 Mag dps ---------- Phys.crit +0.0% (-10.0%) Mind.crit +3% Phys.pwr +0 (+0 eff.) (-12 (-4 eff.)) Mind.pwr +6 (+3 eff.) All.spd +0% (-4%) Res.pen +0%(-14%) fire ----- def ----- Armour +2 Resists +3% acid +0%(-9%) temporal +6% cold +5% arcane +0%(-6%) fire Mind.save +5 (+3 eff.) Poison- +20% ---------- misc Max.psi +28.00 Infravis +3 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
![]() Suntrial the yew longbow 4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Apr +0 (-2) Crit +0.0% (-6.5%) Atk.spd 100% (-) Range +8 Melee+ +0(-8) fire +0(-4) temporal Ranged+ +16 fire On Hit.r1 +16 light +16 fire On Crit.r2 +0(-7) fire On Hit: * 0% chance to gain 10% of a turn (3/turn limit) - 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) On Crit: - Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +6 Str dps ---------- Phys.crit +0.0% (-10.0%) Phys.pwr +15 (+5 eff.) (+3 (+1 eff.)) All.spd +0% (-4%) Dmg.mod +12% arcane Res.pen +10% light +0%(-14%) fire ----- def ----- Resists +0%(-9%) temporal +6%(-) fire ---------- misc Light +2 Longbows are used to shoot arrows at your foes. |
![]() yew longbow 'Eremymaromisin' 4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Random Unique] Arcane/Master Acc+ +0.2% crit chance (max 25%) Apr +0 (-2) Crit +1.0% (-5.5%) Atk.spd 100% (-) Range +8 Melee+ +0(-8) fire +0(-4) temporal Ranged+ +15 acid On Crit.r2 +0(-7) fire On Hit: * 0% chance to gain 10% of a turn (3/turn limit) - 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) On Crit: - Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +6 Dex dps ---------- Phys.crit +0.0% (-10.0%) Phys.pwr +0 (+0 eff.) (-12 (-4 eff.)) All.spd +0% (-4%) Dmg.mod +15% acid +20% temporal +23% physical Res.pen +20% acid +11% temporal +0%(-14%) fire +20% physical ----- def ----- Resists +0%(-9%) temporal +0%(-6%) fire Die.at -20.00 life ---------- misc Reload +2 Max.stam +30.00 Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
![]() Coral Spray (8 def, 8 armour, 117% power, 48 block) 7.0 T1 shield armor Reqs Shield usage training Str 16 [Unique] Nature When used to Attack: Power 117% (-42%) Range: 1.4x (+0.2x) Uses 140% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% (-2.5%) Block +48 (-272) Melee+ +10 cold While equipped: dps ---------- On shield block: + 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 (-10) Hardiness +0% (-20%) Defense +8 (+4 eff.) (-12 (-6 eff.)) Rng.Def +0 (+0 eff.) (-10 (-5 eff.)) Fatigue +12% (-18%) Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1.00(-) Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() Wrathroot's Barkwood (9 def, 10 armour, 121% power, 60 block) 7.0 T2 shield armor Reqs Shield usage training Str 25 [Unique] Nature When used to Attack: Power 121% (-37%) Range: 1.4x (+0.2x) Uses 150% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% (-2.5%) Block +60 (-260) While equipped: ----- def ----- Armour +10 (-8) Hardiness +0% (-20%) Defense +9 (+5 eff.) (-11 (-5 eff.)) Rng.Def +0 (+0 eff.) (-10 (-5 eff.)) Fatigue +14% (-16%) Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1.00(-) Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
![]() crackling dwarven-steel shield (0 def, 6 armour, 142% power, 81.5 block) 7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego+] Arcane When used to Attack: Power 142% (-16%) Range: 1.2x (+0.0x) Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% (-1.0%) Block +81 (-238) Melee+ +13 lightning While equipped: Stats +2 Dex dps ---------- Melee Ret 6 lightning ----- def ----- Armour +6 (-12) Hardiness +0% (-20%) Defense +0 (+0 eff.) (-20 (-10 eff.)) Rng.Def +0 (+0 eff.) (-10 (-5 eff.)) Fatigue +8% (-22%) Resists +10% lightning ---------- misc Talents +1.00(-) Block Handheld deflection devices. |
![]() dwarven-steel shield (0 def, 6 armour, 140% power, 82.5 block) 7.0 T3 shield armor Reqs Shield usage training Str 24 [Normal] When used to Attack: Power 140% (-19%) Range: 1.2x (+0.0x) Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% (-1.0%) Block +82 (-237) While equipped: ----- def ----- Armour +6 (-12) Hardiness +0% (-20%) Defense +0 (+0 eff.) (-20 (-10 eff.)) Rng.Def +0 (+0 eff.) (-10 (-5 eff.)) Fatigue +8% (-22%) ---------- misc Talents +1.00(-) Block Handheld deflection devices. |
![]() dwarven-steel shield 'Crackletooth' (0 def, 21 armour, 135% power, 82.5 block) 7.0 T3 shield armor Reqs Shield usage training Str 24 [Rare] Master When used to Attack: Power 135% (-24%) Range: 1.2x (+0.0x) Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% (-1.0%) Block +82 (-237) On Crit.r2 +12 lightning While equipped: dps ---------- Dmg.mod +27% lightning ----- def ----- Armour +21 (+3) Hardiness +0% (-20%) Defense +0 (+0 eff.) (-20 (-10 eff.)) Rng.Def +0 (+0 eff.) (-10 (-5 eff.)) Fatigue +8% (-22%) Resists +17% lightning Heal.mod +20% ---------- misc Talents +1.00(-) Block Handheld deflection devices. |
![]() flaming stralite shield of mind resistance (+14%) (0 def, 8 armour, 154% power, 141.5 block) 7.0 T4 shield armor Reqs Shield usage training Str 35 [Ego] Nature/Psionic When used to Attack: Power 154% (-4%) Range: 1.2x (+0.0x) Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% (-) Block +141 (-178) On Hit.r1 +13 fire While equipped: dps ---------- Melee+ 7 fire Melee Ret 9 fire ----- def ----- Armour +8 (-10) Hardiness +0% (-20%) Defense +0 (+0 eff.) (-20 (-10 eff.)) Rng.Def +0 (+0 eff.) (-10 (-5 eff.)) Fatigue +8% (-22%) Resists +14% mind ---------- misc Talents +1.00(-) Block Handheld deflection devices. |
![]() Spider-Silk Robe of Spydrë (10 def, 15 armour) 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +0(-3) Dex +4(+1) Wil +5(+2) Con dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 (+3) Hardiness +30% Defense +10 (+5 eff.) (+6 (+3 eff.)) Fatigue +0% (-14%) Resists +0%(-18%) darkness +0%(-18%) cold +30%(+12%) nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Heal.mod +0% (-25%) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() Eel-skin armour (16 def, 0 armour) 9.0 T2 light armor [Unique] Nature While equipped: Stats +2(-1) Dex +0(-3) Wil +3 Cun +0(-3) Con ----- def ----- Armour +0 (-12) Defense +16 (+7 eff.) (+12 (+5 eff.)) Fatigue +2% (-12%) Resists +15% lightning +0%(-18%) cold +0%(-18%) darkness +0%(-18%) nature Heal.mod +0% (-25%) Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 30.99 to 92.97 lightning damage (61.98 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() rejuvenating hardened leather armour of stability (9 def, 6 armour) 9.0 T3 light armor Reqs Str 16 [Ego] Nature/Master While equipped: Stats +0(-3) Dex +0(-3) Wil +0(-3) Con ----- def ----- Armour +6 (-6) Defense +9 (+5 eff.) (+5 (+3 eff.)) Fatigue +8% (-6%) Resists +0%(-18%) nature +0%(-18%) cold +0%(-18%) darkness +7% physical Phys.save +15 (+5 eff.) HP.reg +3.20 Heal.mod +0% (-25%) ---------- misc Stam/turn +1.40 A suit of armour made of leather. |
![]() prismatic reinforced leather armour of stability (12 def, 7 armour) 9.0 T4 light armor Reqs Str 18 [Ego] Arcane/Master While equipped: Stats +0(-3) Dex +0(-3) Wil +0(-3) Con ----- def ----- Armour +7 (-5) Defense +12 (+6 eff.) (+8 (+4 eff.)) Fatigue +8% (-6%) Resists +5% physical +14% light +0%(-18%) cold +0%(-18%) nature +15%(-3%) darkness Phys.save +15 (+5 eff.) Heal.mod +0% (-25%) A suit of armour made of leather. |
![]() dwarven-steel mail armour of the deep (3 def, 11 armour) 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Nature While equipped: Stats +0(-3) Dex +0(-3) Wil +0(-3) Con ----- def ----- Armour +11 (-1) Defense +3 (+2 eff.) (-1 (+0 eff.)) Fatigue +12% (-2%) Resists +7% acid +7%(-11%) cold +0%(-18%) darkness +0%(-18%) nature Heal.mod +0% (-25%) ---------- misc Breathe water A suit of armour made of mail. |
![]() radiant dwarven-steel mail armour of Eyal (3 def, 8 armour) 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego++] Nature While equipped: Stats +0(-3) Dex +3(-) Wil +0(-3) Con ----- def ----- Armour +8 (-4) Defense +3 (+2 eff.) (-1 (+0 eff.)) Fatigue +12% (-2%) Resists +12% blight +0%(-18%) cold +15%(-3%) darkness +0%(-18%) nature Max.HP +29.00 HP.reg +3.00 Heal.mod +13% (-12%) ---------- misc Light +2 A suit of armour made of mail. |
![]() enlightening stralite mail armour of cold resistance (4 def, 8 armour) 14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Master/Psionic While equipped: Stats +0(-3) Dex +5(+2) Wil +5 Cun +0(-3) Con ----- def ----- Armour +8 (-4) Defense +4 (+2 eff.) (-) Fatigue +12% (-2%) Resists +17%(-1%) cold +0%(-18%) darkness +0%(-18%) nature Mind.save +16 (+8 eff.) Heal.mod +0% (-25%) A suit of armour made of mail. |
![]() Glowswift the steel plate armour (0 def, 9 armour) 17.0 T2 massive armor Reqs Massive armour training Str 28 [Rare] Psionic While equipped: Stats +0(-3) Dex +7(+4) Wil +8 Cun +0(-3) Con ----- def ----- Armour +9 (-3) Defense +0 (+0 eff.) (-4 (-2 eff.)) Fatigue +22% (+8%) Resists +0%(-18%) darkness +3% blight +0%(-18%) cold +5% arcane +0%(-18%) nature Mind.save +31 (+16 eff.) Heal.mod +0% (-25%) Blind- +20% ---------- misc Light +2 A suit of armour made of metal plates. |
![]() Chalen 1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Mind.crit +1% Phys.pwr +3 (+1 eff.) ----- def ----- Armour +6 (+2) Fatigue +0% (+20%) Spell.save +5 (+1 eff.) Die.at -20.00 life Max.HP +0.00 (-100.00) Knockbk- +0% (-40%) ---------- misc Max.enc +0 (-70) Size +1 (-1) A belt that goes around your waist. |
![]() Dagalatar the Nimbussage 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Mind.crit +2% Dmg.mod +3% lightning Apr +1 ----- def ----- Armour +0 (-4) Fatigue +0% (+20%) Resists +5% cold +5% fire +2% physical Die.at -80.00 life Max.HP +0.00 (-100.00) Knockbk- +0% (-40%) ---------- misc Max.enc +0 (-70) Max.stam +10.00 Size +0 (-2) A belt that goes around your waist. |
![]() Gyleg the Strikebringer 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning On Hit (Melee): * 20% chance to slow global speed by 39% ----- def ----- Armour +0 (-4) Fatigue +0% (+20%) Resists +9% cold Max.HP +30.00 (-70.00) Knockbk- +0% (-40%) ---------- misc Max.enc +0 (-70) Size +0 (-2) A belt that goes around your waist. |
![]() Isyravena the Hazetouch 1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Cun dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +5 (+3 eff.) Res.pen +15% cold ----- def ----- Armour +0 (-4) Fatigue +0% (+20%) Resists +3% acid Spell.save +5 (+1 eff.) Max.HP +0.00 (-100.00) Knockbk- +0% (-40%) ---------- misc Max.enc +0 (-70) Equi/ret +0.08 Size +1 (-1) A belt that goes around your waist. |
![]() Rope Belt of the Thaloren 1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+8 eff.) ----- def ----- Armour +0 (-4) Fatigue +0% (+20%) Max.HP +0.00 (-100.00) Knockbk- +0% (-40%) ---------- misc Max.enc +0 (-70) Size +0 (-2) Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
![]() Ivywen 1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Crit.mult +20.00% Spell.pwr +7 (+3 eff.) Mind.pwr +25 (+13 eff.) Dmg.mod +6% blight Res.pen +15% blight Melee Ret 4 blight ----- def ----- Armour +0 (-4) Fatigue +0% (+20%) Mind.save +21 (+11 eff.) Max.HP +0.00 (-100.00) Knockbk- +0% (-40%) ---------- misc Max.enc +0 (-70) Max.hate +6.00 Size +0 (-2) A belt that goes around your waist. |
![]() Neira's Memory 1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Armour +0 (-4) Fatigue +0% (+20%) Max.HP +0.00 (-100.00) Confus- +30% Stun/Frz- +30% Knockbk- +0% (-40%) ---------- misc Max.enc +0 (-70) Mana/s.crit +3.00 Size +0 (-2) Surround yourself with a magical shield (strength 285, based on Magic) for 10 turns. Uses 20 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
![]() reinforced hardened leather belt 1.0 T3 belt armor [Ego+] Master While equipped: ----- def ----- Armour +8 (+4) Defense +9 (+4 eff.) Fatigue +0% (+20%) Phys.save +15 (+5 eff.) Max.HP +0.00 (-100.00) Knockbk- +0% (-40%) ---------- misc Max.enc +0 (-70) Size +0 (-2) A belt that goes around your waist. |
![]() Shiverbane (7 def, 4 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +3(+1) Dex +0(-6) Mag +0(-10) Wil +0(-1) Cun dps ---------- Spell.crit +0% (-4%) Res.pen +5% physical +10% cold Apr +0 (-2) Melee Ret 2(-2) physical ----- def ----- Armour +4 (-) Defense +7 (+4 eff.) (+5 (+3 eff.)) Resists +6% mind Phys.save +6 (+2 eff.) (+3 (+1 eff.)) Spell.save +0 (+0 eff.) (-8 (-4 eff.)) ---------- misc Max.mana +0.00 (-41.00) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Snowpyre (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +0(-2) Dex +0(-6) Mag +0(-10) Wil +0(-1) Cun +2 Con dps ---------- Spell.crit +0% (-4%) Mind.crit +2% Dmg.mod +3% cold Res.pen +25% cold +5% mind +5% fire Apr +0 (-2) Melee Ret 0(-4) physical ----- def ----- Armour +0 (-4) Defense +1 (+1 eff.) (-1 (+0 eff.)) Phys.save +0 (+0 eff.) (-3 (-1 eff.)) Spell.save +0 (+0 eff.) (-8 (-4 eff.)) ---------- misc Max.mana +0.00 (-41.00) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Xelle (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +0(-2) Dex +0(-6) Mag +2(-8) Wil +0(-1) Cun dps ---------- Phys.crit +2.0% Spell.crit +0% (-4%) Mind.crit +2% Crit.mult +5.00% Phys.pwr +2 (+1 eff.) Apr +0 (-2) Melee Ret 8 mind 0(-4) physical ----- def ----- Armour +0 (-4) Defense +1 (+1 eff.) (-1 (+0 eff.)) Fatigue -2% Phys.save +0 (+0 eff.) (-3 (-1 eff.)) Spell.save +0 (+0 eff.) (-8 (-4 eff.)) ---------- misc Max.mana +0.00 (-41.00) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() linen cloak 'Eclipselord' (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2(-) Dex +1(-5) Mag +2(-8) Wil +0(-1) Cun +7 Con dps ---------- Spell.crit +0% (-4%) Apr +0 (-2) Melee Ret 0(-4) physical ----- def ----- Armour +0 (-4) Defense +1 (+1 eff.) (-1 (+0 eff.)) Resists +3% darkness Crit.chn- 5.00% Phys.save +0 (+0 eff.) (-3 (-1 eff.)) Spell.save +0 (+0 eff.) (-8 (-4 eff.)) Mind.save +7 (+4 eff.) ---------- misc Max.mana +0.00 (-41.00) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() cashmere cloak (2 def, 0 armour) 2.0 T3 cloak armor [Normal] While equipped: Stats +0(-2) Dex +0(-6) Mag +0(-10) Wil +0(-1) Cun dps ---------- Spell.crit +0% (-4%) Apr +0 (-2) Melee Ret 0(-4) physical ----- def ----- Armour +0 (-4) Defense +2 (+1 eff.) (-) Phys.save +0 (+0 eff.) (-3 (-1 eff.)) Spell.save +0 (+0 eff.) (-8 (-4 eff.)) ---------- misc Max.mana +0.00 (-41.00) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() regal cashmere cloak of protection (2 def, 0 armour) 2.0 T3 cloak armor [Ego] Arcane/Psionic While equipped: Stats +0(-2) Dex +0(-6) Mag +2(-8) Wil +0(-1) Cun dps ---------- Spell.crit +0% (-4%) Apr +0 (-2) Melee Ret 0(-4) physical ----- def ----- Armour +0 (-4) Defense +2 (+1 eff.) (-) Phys.save +0 (+0 eff.) (-3 (-1 eff.)) Spell.save +11 (+5 eff.) (+3 (+1 eff.)) Mind.save +16 (+8 eff.) ---------- misc Max.mana +0.00 (-41.00) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() spellcowled cashmere cloak of the voidstalker (2 def, 0 armour) 2.0 T3 cloak armor [Ego++] Arcane While equipped: Stats +0(-2) Dex +3(-3) Mag +3(-7) Wil +0(-1) Cun dps ---------- Spell.crit +0% (-4%) Apr +0 (-2) Melee Ret 0(-4) physical ----- def ----- Armour +0 (-4) Defense +2 (+1 eff.) (-) Resists +12% darkness +12% temporal Phys.save +0 (+0 eff.) (-3 (-1 eff.)) Spell.save +9 (+4 eff.) (+1 (+0 eff.)) Def/telep +12 Res/telep +12% Dur/telep +17% ---------- misc Max.mana +54.00 (+13.00) Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Grinuyayon the Airpython (0 def, 3 armour) 2.0 T3 feet armor [Rare] Master While equipped: Stats +10 Lck +3 Dex dps ---------- Dmg.mod +12% lightning On Hit (Melee): * 10% chance to reduce armor by 32% ----- def ----- Armour +3 (-2) Resists +1% physical +12% darkness +0%(-5%) arcane Spell.save +0 (+0 eff.) (-9 (-4 eff.)) Stealth +7 Die.at +0.00 life (+40.00 life) Poison- +10% Silence- +0% (-24%) Confus- +0% (-22%) Stun/Frz- +20% (-) A pair of boots made of leather. |
![]() pair of iron boots 'Lisathra' (0 def, 5 armour) 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +12% acid ----- def ----- Armour +5 (-) Fatigue +2% Resists +0%(-5%) arcane Crit.chn- 5.00% Spell.save +0 (+0 eff.) (-9 (-4 eff.)) Die.at +0.00 life (+40.00 life) Silence- +0% (-24%) Confus- +0% (-22%) Stun/Frz- +0% (-20%) ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() pair of dwarven-steel boots 'Tundraire' (10 def, 8 armour) 3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Str +6 Wil +3 Con dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +6% cold +21% physical Res.pen +6% physical ----- def ----- Armour +8 (+3) Defense +10 (+5 eff.) Fatigue +3% Resists +0%(-5%) arcane Spell.save +0 (+0 eff.) (-9 (-4 eff.)) Die.at +0.00 life (+40.00 life) Silence- +0% (-24%) Confus- +0% (-22%) Stun/Frz- +0% (-20%) Blindside: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 48% (at 0 Hate) to 162% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 20 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() restful drakeskin leather gloves of strength (+4) (0 def, 3 armour) 1.0 T4 hands armor [Ego] Master/Psionic While equipped: Stats +4(-) Str dps ---------- Phys.pwr +12 (+4 eff.) (+2 (+1 eff.)) ----- def ----- Armour +3 (+1) Resists +0%(-10%) lightning +0%(-10%) cold Phys.save +0 (+0 eff.) (-10 (-3 eff.)) Max.HP +0.00 (-60.00) HP.reg +5.00 Knockbk- +0% (-50%) ---------- misc Stam/turn +1.10 Max.stam +28.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Gilulach the iron gauntlets (0 def, 3 armour) 1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +0(-4) Str dps ---------- Phys.pwr +0 (+0 eff.) (-10 (-3 eff.)) On Hit (Melee): * 10% chance to reduce armor by 32% ----- def ----- Armour +3 (+1) Fatigue +1% Resists +0%(-10%) lightning +0%(-10%) cold +9% mind +3% light Phys.save +0 (+0 eff.) (-10 (-3 eff.)) Max.HP +0.00 (-60.00) HP.reg +6.00 Knockbk- +0% (-50%) ---------- misc Stam/turn +0.60 Max.stam +14.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Spellhunt Remnants (1 def, 2 armour) 1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +0(-4) Str +2 Wil +2 Cun dps ---------- Mind.crit +3% Phys.pwr +0 (+0 eff.) (-10 (-3 eff.)) Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 (-) Defense +1 (+1 eff.) Resists +0%(-10%) lightning +0%(-10%) cold Phys.save +0 (+0 eff.) (-10 (-3 eff.)) Spell.save +4 (+1 eff.) Max.HP +20.00 (-40.00) Knockbk- +0% (-50%) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() iron gauntlets of strength (+2) (0 def, 1 armour) 1.5 T1 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2(-2) Str dps ---------- Phys.pwr +6 (+2 eff.) (-4 (-1 eff.)) ----- def ----- Armour +1 (-1) Fatigue +1% Resists +0%(-10%) lightning +0%(-10%) cold Phys.save +0 (+0 eff.) (-10 (-3 eff.)) Max.HP +0.00 (-60.00) Knockbk- +0% (-50%) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Salylaith the dwarven-steel gauntlets (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +0(-4) Str +2 Mag +3 Wil +3 Cun dps ---------- Spell.crit +6% Phys.pwr +0 (+0 eff.) (-10 (-3 eff.)) Spell.pwr +10 (+4 eff.) S.pwr/crit +2 Phasing +20% Acc +10 (+3 eff.) ----- def ----- Armour +2 (-) Fatigue +3% Resists +0%(-10%) lightning +0%(-10%) cold +11% darkness Phys.save +0 (+0 eff.) (-10 (-3 eff.)) Spell.save +3 (+1 eff.) Max.HP +0.00 (-60.00) Knockbk- +0% (-50%) ---------- misc Max.mana +40.00 Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 11 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() aegis cashmere wizard hat of knowledge (2 def, 0 armour) 2.0 T3 head armor [Ego++] Arcane/Psionic While equipped: Stats +4 Wil +4 Cun +0(-11) Lck dps ---------- Phys.crit +0.0% (-4.0%) Spell.crit +0% (-2%) Mind.crit +0% (-4%) Mind.pwr +5 (+3 eff.) Melee+ 0(-10) item nature slow 0(-10) item manaburn arcane Acc +0 (+0 eff.) (-20 (-10 eff.)) Apr +0 (-1) ----- def ----- Armour +0 (-4) Defense +2 (+1 eff.) Fatigue +0% (-4%) Resists +0%(-3%) nature Crit.chn- 0.00% (-15.00%) Shield.pwr +5% HP.reg +2.40 Knockbk- +0% (-20%) A pointy cloth hat, very wizardly... |
![]() Cloud Caller (0 def, 0 armour) 2.0 T1 head armor [Unique] Nature While equipped: Stats +0(-11) Lck dps ---------- Phys.crit +0.0% (-4.0%) Spell.crit +0% (-2%) Mind.crit +0% (-4%) Melee+ 0(-10) item nature slow 0(-10) item manaburn arcane Dmg.mod +10% lightning +10% cold Acc +0 (+0 eff.) (-20 (-10 eff.)) Apr +0 (-1) ----- def ----- Armour +0 (-4) Fatigue +0% (-4%) Resists +10% lightning +10% cold +0%(-3%) nature Crit.chn- 0.00% (-15.00%) Knockbk- +0% (-20%) A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 23.01 to 69.04 lightning damage (46.02 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() Yvobrewyn (5 def, 1 armour) 2.0 T1 head armor [Rare] Master While equipped: Stats +6 Str +0(-11) Lck dps ---------- Phys.crit +0.0% (-4.0%) Spell.crit +0% (-2%) Mind.crit +0% (-4%) Phys.pwr +5 (+1 eff.) Melee+ 0(-10) item nature slow 0(-10) item manaburn arcane Acc +0 (+0 eff.) (-20 (-10 eff.)) Apr +0 (-1) Melee Ret 4 temporal ----- def ----- Armour +1 (-3) Defense +5 (+3 eff.) Fatigue +1% (-3%) Resists +0%(-3%) nature +1% physical Crit.chn- 0.00% (-15.00%) Knockbk- +0% (-20%) A cap made of leather. |
![]() miner's rough leather cap (0 def, 3 armour) 2.0 T1 head armor [Ego] Master While equipped: Stats +0(-11) Lck dps ---------- Phys.crit +0.0% (-4.0%) Spell.crit +0% (-2%) Mind.crit +0% (-4%) Melee+ 0(-10) item nature slow 0(-10) item manaburn arcane Acc +0 (+0 eff.) (-20 (-10 eff.)) Apr +0 (-1) ----- def ----- Armour +3 (-1) Fatigue +1% (-3%) Resists +0%(-3%) nature Crit.chn- 0.00% (-15.00%) Knockbk- +0% (-20%) ---------- misc Infravis +1 A cap made of leather. |
![]() iron helm 'Frigidbright' (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Wil +3 Cun +0(-11) Lck dps ---------- Phys.crit +0.0% (-4.0%) Spell.crit +0% (-2%) Mind.crit +0% (-4%) Mind.pwr +4 (+2 eff.) Melee+ 0(-10) item nature slow 0(-10) item manaburn arcane Dmg.mod +6% cold Res.pen +20% blight +5% cold Acc +0 (+0 eff.) (-20 (-10 eff.)) Apr +0 (-1) ----- def ----- Armour +3 (-1) Fatigue +5% (+1%) Resists +12% blight +0%(-3%) nature Crit.chn- 0.00% (-15.00%) Knockbk- +0% (-20%) ---------- misc Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() iron helm 'Xanovena' (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Str +2 Cun +0(-11) Lck dps ---------- Phys.crit +0.0% (-4.0%) Spell.crit +0% (-2%) Mind.crit +0% (-4%) Melee+ 0(-10) item nature slow 0(-10) item manaburn arcane Acc +0 (+0 eff.) (-20 (-10 eff.)) Apr +0 (-1) ----- def ----- Armour +3 (-1) Fatigue +5% (+1%) Resists +5% lightning +6% temporal +0%(-3%) nature +3% acid Crit.chn- 0.00% (-15.00%) Poison- +10% Cut- +20% Stun/Frz- +10% Knockbk- +0% (-20%) ---------- misc Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Crown of Command (3 def, 6 armour) 3.0 T3 head armor Reqs Heavy armour training Cun 25 [Unique] Master While equipped: Stats +10 Wil +3 Con +0(-11) Lck dps ---------- Phys.crit +0.0% (-4.0%) Spell.crit +0% (-2%) Mind.crit +0% (-4%) Mind.pwr +5 (+3 eff.) Melee+ 0(-10) item nature slow 0(-10) item manaburn arcane Acc +0 (+0 eff.) (-20 (-10 eff.)) Apr +0 (-1) ----- def ----- Armour +6 (+2) Defense +3 (+2 eff.) Fatigue +4% (-) Resists +0%(-3%) nature +8% physical Crit.chn- 0.00% (-15.00%) Knockbk- +0% (-20%) ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
![]() Rimevice (0 def, 4 armour) 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Str +0(-11) Lck dps ---------- Phys.crit +0.0% (-4.0%) Spell.crit +0% (-2%) Mind.crit +0% (-4%) Melee+ 0(-10) item nature slow 0(-10) item manaburn arcane Dmg.mod +12% fire +12% darkness +12% cold Res.pen +10% cold Acc +0 (+0 eff.) (-20 (-10 eff.)) Apr +0 (-1) ----- def ----- Armour +4 (-) Fatigue +4% (-) Resists +21% cold +6% darkness +0%(-3%) nature Crit.chn- 0.00% (-15.00%) Knockbk- +0% (-20%) Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 247.8 Physical damage. If the attack hits, the target is confused (27% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 163 alchemist agate 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() alchemist ametrine 0.0 T1 yellow alchemist-gem [Normal] When used as an alchemist bomb: Lights terrain (power 10) Gems can be sold for money or used in arcane rituals. |
![]() Summertide Phial 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light +0%(-6%) nature ----- def ----- Defense +0 (+0 eff.) (-10 (-5 eff.)) Resists +30% light Phys.save +0 (+0 eff.) (-6 (-2 eff.)) Mind.save +0 (+0 eff.) (-3 (-1 eff.)) Max.HP +0.00 (-42.00) Heal.mod +10% Teleport- +0% (-10%) ---------- misc Light +5 (+2) When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(73 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() brass lantern 2.0 T1 lite [Normal] While equipped: dps ---------- Dmg.mod +0%(-6%) nature ----- def ----- Defense +0 (+0 eff.) (-10 (-5 eff.)) Phys.save +0 (+0 eff.) (-6 (-2 eff.)) Mind.save +0 (+0 eff.) (-3 (-1 eff.)) Max.HP +0.00 (-42.00) Teleport- +0% (-10%) ---------- misc Light +3 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() brass lantern 'Corpseblur' 2.0 T1 lite [Rare] Disrupt While equipped: Stats +2 Wil dps ---------- Crit.mult +20.00% Dmg.mod +0%(-6%) nature Res.pen +25% mind +20% nature ----- def ----- Defense +0 (+0 eff.) (-10 (-5 eff.)) Resists +3% all Phys.save +0 (+0 eff.) (-6 (-2 eff.)) Spell.save +6 (+2 eff.) Mind.save +0 (+0 eff.) (-3 (-1 eff.)) Max.HP +0.00 (-42.00) Teleport- +0% (-10%) ---------- misc Hate/m.crit +2.00 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. |
![]() Gyth (dig speed 29 turns) 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +0(-1) Con dps ---------- Crit.mult +0.00% (-5.00%) ----- def ----- Armour +0 (-8) Mind.save +3 (+2 eff.) HP.reg +4.00 Heal.mod +5% Cut- +20% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Stam/turn +0.00 (-2.00) Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Xerybeth (dig speed 38 turns) 3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str +0(-1) Con dps ---------- Crit.mult +0.00% (-5.00%) Dmg.mod +6% acid Res.pen +5% mind ----- def ----- Armour +0 (-8) Fatigue -4% Resists +6% nature +3% acid ---------- misc Stam/turn +0.00 (-2.00) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 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. |
![]() Ureleg [power 115] (15 cooldown) 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +0(-1) Con dps ---------- Phys.crit +4.0% Crit.mult +0.00% (-5.00%) Dmg.mod +18% arcane Res.pen +10% arcane Melee Ret 4 arcane ----- def ----- Armour +0 (-8) Defense +20 (+8 eff.) Resists +5% arcane ---------- misc Stam/turn +0.00 (-2.00) Blast the opponent's mind dealing 115 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() elm totem of stinging [power 116] (15 cooldown) 2.0 T1 totem charm [Ego] Nature While equipped: Stats +0(-1) Con dps ---------- Crit.mult +0.00% (-5.00%) ----- def ----- Armour +0 (-8) ---------- misc Stam/turn +0.00 (-2.00) Sting an enemy dealing 122 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() innervating elm totem of healing [power 122] (15 cooldown) 2.0 T1 totem charm [Ego] Nature While equipped: Stats +0(-1) Con dps ---------- Crit.mult +0.00% (-5.00%) ----- def ----- Armour +0 (-8) ---------- misc Stam/turn +0.00 (-2.00) Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 cooldown 100% to reduce fatigue by 25% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() elm wand of conjuration [power 100] (15 cooldown) 2.0 T1 wand charm [Ego] Arcane While equipped: Stats +0(-1) Con dps ---------- Crit.mult +0.00% (-5.00%) ----- def ----- Armour +0 (-8) ---------- misc Stam/turn +0.00 (-2.00) Fire a magical bolt dealing 100 lightning damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
By Josephine the Cornac Sun Paladin level 24
29th Regrowth 123rd year of Ascendancy at 14:07 see stats
By Josephine the Cornac Sun Paladin level 24
13rd Regrowth 123rd year of Ascendancy at 15:47 see stats
By Josephine the Cornac Sun Paladin level 10
13rd Dusk 122nd year of Ascendancy at 16:42 see stats
By Josephine the Cornac Sun Paladin level 20
20th Haze 122nd year of Ascendancy at 06:57 see stats
By Josephine the Cornac Sun Paladin level 4
78th Pyre 122nd year of Ascendancy at 00:00 see stats
By Josephine the Cornac Sun Paladin level 7
9th Dusk 122nd year of Ascendancy at 02:13 see stats
By Josephine the Cornac Sun Paladin level 11
16th Dusk 122nd year of Ascendancy at 19:33 see stats
By Josephine the Cornac Sun Paladin level 25
31st Regrowth 123rd year of Ascendancy at 03:26 see stats
By Josephine the Cornac Sun Paladin level 18
8th Haze 122nd year of Ascendancy at 03:36 see stats
Log
Something receives 6 healing from Josephine.
Something receives 9 healing from Josephine.
Lava floor burns Josephine!
Lava floor hits Josephine for 18 fire damage.
Josephine uses Infusion: Regeneration.
Josephine starts regenerating health quickly.
The protective shield of Josephine disappears.
Josephine casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Fire wyrm's devouring flames area effect drains life from Josephine!
Fire wyrm's devouring flames area effect drains life from Josephine!
Something receives 6 healing from Josephine.
Something receives 9 healing from Josephine.
Burning from Fire wyrm hits Josephine for 168 fire damage.
Fire wyrm's devouring flames area effect hits Josephine for 46 fire damage.
Fire wyrm's devouring flames area effect hits Josephine for 66 fire damage.
Lava floor burns Josephine!
Lava floor hits Josephine for 13 fire damage.
Josephine casts Path of the Sun.
Fire wyrm's devouring flames area effect drains life from Josephine!
Fire wyrm's devouring flames area effect drains life from Josephine!
Fire wyrm's devouring flames area effect hits Josephine for 46 fire damage.
Fire wyrm's devouring flames area effect hits Josephine for 66 fire damage.
Something receives 6 healing from Josephine.
Something receives 9 healing from Josephine.
Josephine stops burning.
Something hits Josephine for 305 physical damage.
Josephine the level 29 cornac sun paladin was swiped to death by a fire wyrm on level 1 of Dreadfell.