












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: 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:
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.
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:
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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Dwarf |
Class | Bulwark |
Level / Exp | 50 / 442% |
Size | big |
Lifes / Deaths | Killed by Silylle the icy orc wyrmic at level 16 on the 6th Loss 122nd year of Ascendancy at 03:09 2 / 6Killed by Silylle the icy orc wyrmic at level 16 on the 6th Loss 122nd year of Ascendancy at 09:39 Killed by orc corruptor at level 46 on the 29th Stralite 124th year of Ascendancy at 23:28 Killed by Rak'shor, Grand Necromancer of the Pride at level 46 on the 30th Stralite 124th year of Ascendancy at 01:27 Killed by Betywe the Frozen Terror at level 47 on the 35th Stralite 124th year of Ascendancy at 18:03 Killed by Vor, Grand Geomancer of the Pride at level 50 on the 22nd Steel 125th year of Ascendancy at 21:04 |
Primary Stats
Strength | 137 (base 60) |
Dexterity | 80 (base 50) |
Constitution | 81 (base 60) |
Magic | 55 (base 10) |
Willpower | 34 (base 13) |
Cunning | 81 (base 42) |
Resources
Life | -229/2657 |
Stamina | 212/257 |
Healing Factor | 1.0752415653742 |
Regeneration | 3.5066818991096 |
Speed
Mental | -12% |
Attack | -12% |
Movement | +16% |
Spell | -12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 5 |
See Stealth | 41.237882550305 |
See Invisible | 50.237882550305 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 182 |
Accuracy | 62 |
Crit Chance | 55% |
APR | 58 |
Speed | 1.14 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 45 |
Crit Chance | 41% |
Speed | 1.1363636363636 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 37% |
Speed | 1.1363636363636 |
Offense: Damage Bonus
Blight | +13% |
Arcane | +26% |
Mind | +39% |
All | +5% |
Lightning | +9% |
Physical | +29% |
Temporal | +41% |
Darkness | +17% |
Cold | +9% |
Fire | +9% |
Nature | +38% |
Offense: Damage Penetration
Physical | +12% |
Arcane | +10% |
Temporal | +9% |
All | 0% |
Defense: Base
Armour (hardiness) | 76.41482269667 (30%) |
Defense | 51 |
Ranged Defense | 56 |
Fatigue | 0 |
Physical Save | 75 |
Spell Save | 74 |
Mental Save | 62 |
Defense: Resistances
Acid | + 59%( 70%) |
Blight | + 68%( 70%) |
Arcane | + 36%( 70%) |
Cold | + 68%( 70%) |
All | + 20%( 70%) |
Lightning | + 50%( 70%) |
Light | + 50%( 70%) |
Temporal | + 38%( 70%) |
Mind | + 35%( 70%) |
Darkness | + 66%( 70%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Silence Resistance | 30% |
Stun Resistance | 45% |
Instadeath Resistance | 100% |
Knockback Resistance | 50% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 849 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 841% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 45% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: 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 8 turns. While Heroism is active, you will only die when reaching -1011 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 2023 life, 16 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. |
Class Talents
Technique / Combat techniques | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Warcries | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Technique / Battle tactics | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Technique / Shield offense | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 5/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Shield Wall |
talent | Chant of Fortitude |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | The target is frozen on the ground, able to act freely but not move. Frozen Feet |
beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+18). Continuum Destabilization |
detrimental effect | Target is drenched with magical water, halving its stun resistance. Wet |
detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Heart of the Gloom. Escort: temporal explorer (level 2 of Heart of the Gloom)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Constitution by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have forced a recall while in an exploratory farportal zone. The farportal was rendered unusable in the process. The fortress's current energy level is: 773. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * You have destroyed Grushnak. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+2 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cursed/Endless hunt +0.20 Cunning/Trapping +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 20 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Quiver | ![]() 3.0 T4 shot ammo [Unique] Nature Power 149% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 Proj.spd +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
Light source | ![]() 1.0 T3 lite [Ego+] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +3 (+1 eff.) Melee Ret 13 fire ----- def ----- Resists +8% blight +7% fire +6% darkness ---------- misc Light +4 Infravis +4 See.Invis +9 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 18 cooldown Level 2.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 39 blight damage or heals 52 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +19% mind +12% darkness +6% arcane +3% nature ----- def ----- Defense +3 (+1 eff.) Resists +3% lightning +7% temporal +25% darkness +6% fire +24% nature +7% acid +7% blight +7% cold +16% mind +7% light Phys.save +12 (+3 eff.) Mind.save +14 (+3 eff.) ---------- misc Max.psi +40.00 A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 T2 hands armor [Random Unique] Master While equipped: Stats +4 Str +6 Dex +3 Wil +5 Cun dps ---------- Phys.crit +13.0% Spell.crit +8% Mind.crit +9% Crit.mult +7.00% Phys.pwr +11 (+2 eff.) Dmg.mod +15% mind Acc +8 (+2 eff.) Apr +9 On Melee Ret: * 33% chance to reduce damage dealt by 22% * 33% chance to reduce strength, dexterity, and constitution by 23 ----- def ----- Armour +2 ---------- misc Hate/m.crit +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Mov.spd +16% Phys.spd -12% Spell.spd -12% Mind.spd -12% Dmg.mod +15% temporal ----- def ----- Resists +15% temporal +12% all Dmg.red +10 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 12 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
On fingers | ![]() 0.1 T5 ring jewelry [Ego++] Arcane While equipped: Stats +5 Wil +5 Mag dps ---------- Spell.pwr +9 (+3 eff.) ----- def ----- Resists +18% acid +20% fire +19% cold +19% lightning Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+4 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+3 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 4.4 Pwr.cost 4 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 179.38 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+3 eff.) Spell.save +15 (+4 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
In main hand | ![]() 3.0 T5 waraxe 1H weapon [Random Unique] Arcane/Nature/Master Power 149% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +27 Crit +7.0% Atk.spd 100% Phasing +18% On Hit.r1 +4 arcane On Crit: * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +13 Str +15 Dex +11 Mag +7 Wil +13 Cun +13 Con dps ---------- Phys.crit +12.0% Phys.pwr +11 (+2 eff.) ----- def ----- Resists +5% arcane One-handed war axes. |
Around waist | ![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
In off hand | ![]() 7.0 T4 shield armor Reqs Shield usage training [Unique] Nature/Master When used to Attack: Power 170% Range: 1.2x Uses 100% Str Dmg Fire Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +220 While equipped: dps ---------- On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+5 eff.) Rng.Def +15 (+5 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Cloak | ![]() 2.0 T5 cloak armor [Rare] Nature While equipped: dps ---------- Melee Ret 2 mind On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +11 (+4 eff.) Resists +9% acid +6% lightning +3% darkness +20% nature +3% cold +23% fire +3% mind +21% light Stealth +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T4 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +11 Mag +5 Wil dps ---------- Dmg.mod +21% temporal +30% nature +20% physical Res.pen +12% physical +9% temporal ----- def ----- Resists +9% lightning +9% darkness +9% light +9% fire +10% blight +11% cold +6% nature +13% all Phys.save +15 (+3 eff.) Spell.save +26 (+6 eff.) Mind.save +14 (+3 eff.) Anom.red +15 ---------- misc Mana/turn +0.21 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 T3 infusion scroll [Plot Item] 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: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 67.77 physical damage and 144.99 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. 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 [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 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 314 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. |
![]() 0.1 infusion scroll [Normal] 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 357 life over 5 turns. 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 mental effect and reduce all damage taken by 32% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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 mental effect and reduce all damage taken by 44% for 3 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 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (114% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 375 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (114% of a turn) Is a spell Description: Inflicts 403.26 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] 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 unleash a cone dealing 86.10 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (114% of a turn) Is a spell Description: Activate the rune to teleport up to 10 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 29%, your defense is increased by 29 and all your resistances by 29%. 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 18 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 728 damage for 3 turns. 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 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 496 damage for 6 turns. 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 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Spell.pwr +20 (+7 eff.) Phasing +30% Melee Ret 6 lightning ----- def ----- Resists +19% light +19% darkness Die.at -60.00 life Max.HP +100.00 Heal.mod +20% Blind- +32% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+4 eff.) Mind.save +18 (+4 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 5.2 Pwr.cost 6 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 445.11 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 22 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (145). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 T5 amulet jewelry [Ego+] Arcane/Nature While equipped: dps ---------- Crit.mult +14.00% Spell.pwr +7 (+3 eff.) Dmg.mod +11% blight +10% fire ----- def ----- Resists +16% mind Confus- +38% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex ----- def ----- Resists +12% temporal Pinning- +23% Knockbk- +25% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Cun ----- def ----- Resists +13% light +10% darkness Blind- +20% Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego++] Arcane While equipped: Stats +1 Mag dps ---------- Spell.crit +4% Crit.mult +15.00% Spell.pwr +17 (+6 eff.) Dmg.mod +6% temporal +5% darkness +8% blight +9% fire +7% physical +6% light Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +13% fire ----- def ----- Defense +25 (+8 eff.) Resists +6% blight +35% fire +12% light Crit.chn- 5.00% Mind.save +6 (+1 eff.) Disease- +10% ---------- misc Light +1 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+3 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+2 eff.) Fatigue -15% Phys.save +45 (+10 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() 0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+3 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+4 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+5 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 2.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Nature While equipped: dps ---------- Dmg.mod +17% blight +14% physical +6% arcane +17% darkness Res.pen +5% arcane +15% nature ----- def ----- Resists +17% blight +14% physical +6% nature +34% darkness Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+3 eff.) Dmg.mod +10% darkness +10% cold ----- def ----- Resists +10% darkness +10% cold Spell.save +8 (+2 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
![]() 0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +10 Con dps ---------- Phys.crit +5.0% Melee Ret 8 fire ----- def ----- Resists +15% fire +12% temporal Crit.chn- 15.00% Phys.save +20 (+5 eff.) Mind.save +15 (+4 eff.) Max.HP +80.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Str +7 Con dps ---------- Phys.pwr +7 (+1 eff.) Dmg.mod +13% cold ----- def ----- Resists +26% cold Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 5 physical Ranged+ 14 physical On Hit (Melee): * 10% chance to reduce all saves and defense by 26 On Hit (Ranged): * 12% chance to reduce all saves and defense by 26 ---------- misc Hate/m.crit +2.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 12 cooldown Level 3.9 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 306% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego] Nature/Master While equipped: Stats +5 Dex dps ---------- Dmg.mod +13% nature Acc +10 (+3 eff.) ----- def ----- Resists +26% nature Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Mind.save +8 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego] Arcane/Master While equipped: Stats +7 Cun dps ---------- Dmg.mod +16% light ----- def ----- Defense +14 (+5 eff.) Resists +32% light Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Con ----- def ----- Resists +20% acid +19% fire +20% cold +20% lightning Spell.save +16 (+4 eff.) ---------- misc Max.stam +26.00 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +7 Cun +8 Dex dps ---------- Dmg.mod +14% cold Acc +10 (+3 eff.) ----- def ----- Resists +28% cold Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego] Arcane/Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +12% light ----- def ----- Resists +24% light Phys.save +4 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +12% lightning ----- def ----- Armour +4 Resists +24% lightning Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego] Arcane/Master While equipped: Stats +7 Str dps ---------- Dmg.mod +16% light ----- def ----- Armour +14 Resists +32% light Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Arcane While equipped: Stats +5 Mag dps ---------- Dmg.mod +15% darkness ----- def ----- Resists +30% darkness Spell.save +10 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +18% blight ----- def ----- Resists +18% blight Spell.save +8 (+2 eff.) Rings make your fingers look great! |
![]() 3.0 T5 battleaxe 2H weapon [Random Unique] Arcane/Master/Psionic Power 168% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +8 arcane +24 cold On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +2 Str +3 Dex dps ---------- Spell.crit +2% Crit.mult +10.00% Spell.pwr +10 (+4 eff.) Phys.spd +10% Acc +20 (+5 eff.) Massive two-handed battleaxes. |
![]() 1.0 T5 dagger 1H weapon [Random Unique] Arcane/Master Power 147% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +12 arcane On Hit.r1 +16 fire On Crit.r2 +8 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) On Crit: * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +9 Str dps ---------- Phys.crit +13.0% Phys.pwr +12 (+2 eff.) Dmg.mod +6% arcane +12% physical Res.pen +15% arcane Acc +23 (+6 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +5% arcane Def/telep +5 Res/telep +5% Dur/telep +5% Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon Reqs Wil 42 [Unique] Psionic Power 147% Range: 1.3x Uses 30% Wil, 30% Str, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +40 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.pwr +15 (+3 eff.) Res.pen +30% physical Acc +8 (+2 eff.) ---------- misc Masteries +0.20 Psionic/Augmented striking Fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage. Uses 6 power out of 10/10 A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
![]() 1.0 T5 dagger 1H weapon [Unique] Arcane Power 152% Range: 1.3x Uses 55% Mag, 35% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+4 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 2.0 Pwr.cost 24 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 10.86 acid and 11.69 blight damage. If not cleared after five turns it will inflict 66.35 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
![]() 1.0 T5 dagger 1H weapon [Unique] Nature Power 150% Range: 1.3x Uses 35% Str, 35% Dex, 30% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Hit: 20% Poisonous Bite 3 On Crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +15 Poison- +100% ---------- misc Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 100% Range: 1.3x Uses 20% Dex, 20% Str Dmg Darkness Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() 1.0 T4 dagger 1H weapon [Random Unique] Arcane/Psionic Power 131% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +7 blight +9 cold On Hit: 20% Epidemic 4 On Hit: * 13% chance to reduce strength, dexterity, and constitution by 23 * 20% chance to slow global speed by 53% * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Dmg.mod +3% nature +3% arcane Phasing +30% ----- def ----- Disease- +24% ---------- misc Max.mana +20.00 Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 100% Range: 1.3x Uses 20% Dex, 20% Str Dmg Light Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
![]() 1.0 T5 dagger 1H weapon [Ego++] Disrupt/Master Power 146% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Deals 71 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Phys.crit +11.0% Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Random Unique] Nature/Master/Psionic Power 146% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +24 mind On Hit.r1 +16 light On Crit.r2 +39 lightning +45 cold On Hit: * 29% chance to reduce all saves and defense by 26 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Str +6 Wil +7 Cun dps ---------- Phys.crit +14.0% Mov.spd +47% Res.pen +31% lightning +15% cold ---------- misc Light +1 See.Invis +15 Sharp, short and deadly. |
![]() 12.0 T5 greatmaul 2H weapon [Unique] Arcane Power 205% Range: 1.5x Uses 140% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +22 Crit +10.0% Atk.spd 83% Dmg.conv 20% blight On Hit: * 50% chance to reduce strength, dexterity, and constitution by 23 * Blasts creatures in a radius 1 shockwave around your target for 267.03 to 801.09 physical damage (based on Strength). While equipped: dps ---------- Crit.mult +40.00% Dmg.mod +12% physical ----- def ----- Knockbk- +30% Knock away other creatures within radius 4), dealing 691.44 to 1382.88 physical damage (based on Strength) to each. Uses 30 power out of 50/50 The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
![]() 5.0 T5 greatmaul 2H weapon [Unique] Arcane/Master Power 193% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +4.0% Atk.spd 100% Melee+ +30 fire On Hit: 10% Flameshock 3 While equipped: dps ---------- Dmg.mod +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
![]() 5.0 T5 greatmaul 2H weapon [Ego++] Nature/Master Power 179% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +13 Str +12 Dex +13 Mag +13 Wil +10 Cun +13 Con dps ---------- Phys.crit +14.0% Massive two-handed mauls. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Master Power 172% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +10.0% Atk.spd 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con ---------- misc Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 179% Range: 1.6x Uses 115% Str, 20% Con Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 47 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con ---------- misc Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 18 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
![]() 3.0 T4 greatsword 2H weapon [Unique] Arcane/Master Power 180% Range: 1.6x Uses 125% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +10.0% Atk.spd 100% HP.leech +8% Dmg.conv 50% fire burn While equipped: Stats +3 Cun +5 Str dps ---------- Dmg.mod +10% darkness +15% fire ----- def ----- Resists +15% fire Accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage. Uses 6 power out of 25/25 This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
![]() 3.0 T5 greatsword 2H weapon [Ego++] Master Power 175% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Dex dps ---------- Phys.spd +10% Res.pen +10% all Acc +45 (+11 eff.) Apr +12 Massive two-handed swords. |
![]() 3.0 T4 longsword 1H weapon [Unique] Arcane Power 150% Range: 1.4x Uses 20% Mag, 90% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +40 Crit +8.0% Atk.spd 100% Dmg.conv 20% temporal On Hit: * deals 75 temporal damage and slows enemies in radius 6 of the target by 85% based on Magic While equipped: dps ---------- Dmg.mod +30% physical +30% temporal ----- def ----- Def/telep +20 Res/telep +20% Dur/telep +20% Blink Blade: Level 4.0 Pwr.cost 6 out of 10/10. Range 8 Travel.spd instantaneous Is a spell Description: Teleport to the target and attack with your melee weapons for 94% damage. Then teleport next to a second random enemy, attacking for 94% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
![]() 3.0 T5 longsword 1H weapon [Unique] Master/Psionic Power 160% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +10.0% Atk.spd 100% On Hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On Kill: * Enter a Rampage (Shared cooldown). While equipped: Stats +10 Str +10 Wil +7 Cun dps ---------- Acc +18 (+5 eff.) ---------- misc Masteries +0.20 Cursed/Rampage +0.20 Cursed/Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
![]() 3.0 T2 longsword 1H weapon [Rare] Disrupt Power 113% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +4 lightning On Hit: * 20% chance to slow global speed by 53% While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +12% acid +9% lightning +9% fire +3% blight +9% cold +5% arcane +3% all Spell.save +18 (+5 eff.) Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon [Unique] Arcane/Unknown Power 162% Range: 1.4x Uses 60% Mag, 60% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +7.0% Atk.spd 100% On Hit: * deal 34.65 arcane and 32.17 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: dps ---------- Spell.crit +12% Spell.pwr +24 (+8 eff.) ---------- misc Talents +1 Soul Purge This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
![]() 3.0 T3 longsword 1H weapon [Rare] Master Power 138% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +4 mind +12 fire While equipped: ----- def ----- Resists +9% light +6% lightning Spell.save +9 (+2 eff.) Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon [Rare] Psionic Power 127% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit.r2 +16 temporal On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Dmg.mod +15% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce all saves and defense by 26 ----- def ----- Resists +9% mind +9% temporal Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon [Unique] Nature/Master Power 147% Range: 1.4x Uses 100% Str Dmg Fire Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +18.0% Atk.spd 100% On Hit: 15% Fire Breath 4 While equipped: Stats +7 Str +7 Wil dps ---------- Dmg.mod +20% fire Res.pen +15% fire ----- def ----- Defense +8 (+3 eff.) Resists +10% nature +15% fire Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
![]() 3.0 T3 longsword 1H weapon [Unique] Arcane In the past there was a dagger with it. Power 134% Range: 1.4x Uses 20% Mag, 80% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+2 eff.) Dmg.mod +5% temporal ----- def ----- Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
![]() 3.0 T5 longsword 1H weapon [Unique] Arcane Power 160% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +20 Crit +5.0% Atk.spd 100% Dmg.conv 50% darkness While equipped: Stats +10 Str +8 Mag dps ---------- Dmg.mod +25% darkness Res.pen +15% darkness ----- def ----- Resists +18% darkness +12% blight ---------- misc ShadowPwr +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
![]() 3.0 T4 longsword 1H weapon [Unique] Arcane Power 158% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +12.0% Atk.spd 100% On Crit: * release a burst of light and dark damage (scales with Magic) While equipped: Stats +4 Str +4 Mag +4 Cun dps ---------- Spell.crit +4% Spell.pwr +12 (+4 eff.) Dmg.mod +18% darkness +18% light ---------- misc Light +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
![]() 3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic Power 111% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +26 Crit +6.0% Atk.spd 100% While equipped: Stats +8 Wil dps ---------- Mind.crit +7% Mind.pwr +14 (+5 eff.) ----- def ----- Resists +15% mind Mind.save +25 (+6 eff.) ---------- misc Max.psi +20.00 Masteries +0.30 Psionic/Focus +0.30 Psionic/Absorption Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
![]() 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Unique] Nature/Disrupt Power 124% Range: 1.1x Uses 60% Wil, 20% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+6 eff.) Dmg.mod +20% nature +10% acid Res.pen +20% nature +10% acid ----- def ----- Resists +25% blight +15% nature ---------- misc Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Slime Wave: Level 3.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 7, doing 49.80 slime damage for 12 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
![]() 3.0 T4 mindstar 1H weapon Reqs Wil 36 [Unique] Nature/Disrupt Power 115% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature slow Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +25 Crit +7.0% Atk.spd 100% While equipped: Stats +2 Cun +6 Wil dps ---------- Mind.crit +8% Mind.pwr +12 (+4 eff.) Dmg.mod +18% nature +15% acid ----- def ----- Resists +12% arcane +12% blight Spell.save +15 (+4 eff.) ---------- misc Masteries +0.10 Wild-gift/Slime +0.10 Wild-gift/Ooze Ooze Spit: Level 2.0 Pwr.cost 12 out of 20/20. Range 10 Travel.spd 800% of base Description: Spit slime at your target doing 145.19 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
![]() 4.0 T5 sling 1H weapon [Random Unique] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Proj.spd +200% On Hit: 10% Arcane Vortex 5 On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +12 Cun +4 Mag dps ---------- Spell.pwr +12 (+4 eff.) Phys.spd +10% Dmg.mod +13% arcane Res.pen +8% physical Melee Ret 6 lightning ----- def ----- Resists +15% temporal Def/telep +10 Res/telep +10% Dur/telep +10% Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T3 sling 1H weapon [Ego] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +8 lightning While equipped: dps ---------- Dmg.mod +11% lightning Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T4 sling 1H weapon [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) Res.pen +8% all Acc +14 (+4 eff.) Apr +5 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon [Ego++] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: dps ---------- Res.pen +8% all +18% physical Acc +23 (+6 eff.) Apr +11 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T2 sling 1H weapon [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +6 cold While equipped: dps ---------- Phys.crit +1.0% Dmg.mod +9% cold Acc +7 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T2 sling 1H weapon [Ego++] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 On Crit.r2 +5 lightning +7 cold While equipped: dps ---------- Mov.spd +24% Res.pen +5% lightning +5% cold +5% all Acc +6 (+2 eff.) Apr +6 Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T5 staff 2H weapon [Unique] Unknown Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: Stats +8 Mag +7 Wil dps ---------- Spell.crit +15% Spell.pwr +40 (+14 eff.) Dmg.mod +40% temporal Res.pen +30% temporal ----- def ----- Anom.red +25 Teleport- +100% ---------- misc Cooldown Attenuate -1 Stop -2 Temporal Shield -3 Time Shield -3 Masteries +0.10 Chronomancy/Stasis +0.10 Chronomancy/Flux +0.10 Spell/Temporal A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
![]() 5.0 staff 1H weapon [Unique] Arcane A part of set. Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+2 eff.) Confus- +20% ---------- misc Max.mana +50.00 The bottom part of Telos' broken staff. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +30 (+10 eff.) Dmg.mod +30% cold ---------- misc Mana/turn +0.19 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 18 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T4 trident 2H weapon [Unique] Nature Power 191% Range: 1.4x Uses 140% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +20 Crit +15.0% Atk.spd 100% Melee+ +20 nature +15 cold On Hit: 40% Water Bolt 3 While equipped: dps ---------- Dmg.mod +20% cold Acc +10 (+3 eff.) ----- def ----- Resists +25% cold Spell.save +18 (+5 eff.) ---------- misc See.Invis +2 On Spell Hit: 20% Water Bolt 3 Freeze: Level 3.0 Pwr.cost 36 out of 150/150. Range 10 Travel.spd instantaneous Is a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 183.17. If this is used on a friendly target the cooldown is reduced by 33%. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Master/Psionic Power 151% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +16 darkness On Hit.r1 +12 acid On Crit.r2 +16 fire On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Phys.crit +13.0% Crit.mult +29.00% Res.pen +11% physical Acc +24 (+6 eff.) Apr +28 ----- def ----- Resists +9% fire One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Rare] Master Power 134% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +20 light +20 nature On Hit.r1 +12 light On Hit: * 20% chance to reduce all saves and defense by 26 While equipped: dps ---------- Acc +10 (+3 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +15% light Disarm- +36% One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Rare] Psionic Power 136% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +21 mind On Hit: * 20% chance to slow global speed by 53% * 30% chance to reduce all saves and defense by 26 While equipped: Stats +6 Dex +10 Wil +9 Cun +7 Con dps ---------- On Hit (Melee): * 20% chance to slow global speed by 53% ----- def ----- Crit.chn- 15.00% ---------- misc Light +3 One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Ego++] Nature/Master Power 140% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit.r2 +33 fire On Crit: * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +12.0% Phys.pwr +9 (+2 eff.) All.spd +5% Res.pen +12% fire One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego++] Arcane/Master Power 149% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +12 blight On Hit: 20% Epidemic 5 On Hit: * 12% chance to reduce strength, dexterity, and constitution by 23 On Crit: * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +9 (+2 eff.) ----- def ----- Disease- +10% One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Random Unique] Nature/Master Power 139% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +11 nature While equipped: Stats +9 Wil +9 Con dps ---------- Phys.crit +8.0% Crit.mult +12.00% Apr +11 ----- def ----- Defense +25 (+8 eff.) Resists +6% mind +12% cold Max.HP +49.00 Heal.mod +5% One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Master Power 182% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +3 Dex +2 Wil +3 Cun dps ---------- Crit.mult +15.00% Phys.spd +10% Dmg.mod +3% mind Acc +25 (+6 eff.) ----- def ----- Resists +3% mind Disease- +15% ---------- misc Max.hate +6.00 One-handed war axes. It was changed by the digestive sack. |
![]() 3.0 T5 whip 1H weapon [Unique] Arcane Power 167% Range: 1.1x Uses 100% Dex Dmg Devouring flames Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Crit +9.0% Atk.spd 125% On Hit: 20% Bone Nova 4 On Hit: 15% Blood Boil 3 While equipped: dps ---------- Spell.pwr +15 (+5 eff.) Dmg.mod +20% blight +20% fire ---------- misc See.Invis +2 Telepathy Demon/Minor Demon/Major While carried: dps ---------- Dmg.mod +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
![]() 1.0 T5 belt armor [Ego++] Nature/Master While equipped: dps ---------- Dmg.mod +17% physical Res.pen +10% physical ----- def ----- Resists +10% acid +8% fire +7% cold +7% lightning A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +1 Str +2 Dex +2 Mag +5 Con dps ---------- Spell.crit +7% Crit.mult +30.00% Spell.pwr +13 (+5 eff.) Dmg.mod +18% arcane Res.pen +10% arcane Melee Ret 6 arcane ----- def ----- Armour +7 Defense +14 (+5 eff.) Resists +3% nature Phys.save +22 (+5 eff.) Spell.save +32 (+8 eff.) Mind.save +23 (+6 eff.) ---------- misc Stam/turn +0.80 Max.mana +82.00 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +15% mind Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.0 Pwr.cost 6 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 43 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +15% acid Res.pen +10% acid ----- def ----- Defense +10 (+3 eff.) ---------- misc Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray 2 Dissolve: Level 2.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 42% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
![]() 2.0 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 Dmg.mod +15% arcane +15% darkness ----- def ----- Defense +10 (+3 eff.) Resists +12% arcane +12% darkness Shield.dur +1 Shield.pwr +15% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 2.2 Pwr.cost 17 out of 28/28. Range 7 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 101.39 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +12 Mag dps ---------- Dmg.mod +25% cold Melee Ret 60 ice ----- def ----- Defense +12 (+4 eff.) Resists -15% fire +25% cold +8% all Release a radius 4 chilling blast, instantly dealing 261.60 cold damage and condensing the air into freezing vapors that deal 87.20 cold damage (based on Magic) each turn for 10 turns. Uses 18 power out of 30/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
![]() 2.0 T3 cloak armor [Ego++] Nature/Master While equipped: Stats +3 Cun +2 Dex dps ---------- Acc +5 (+1 eff.) Apr +3 ----- def ----- Defense +6 (+2 eff.) Resists +14% light +15% fire Stealth +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego++] Arcane While equipped: Stats +2 Wil +3 Mag ----- def ----- Defense +2 (+1 eff.) Resists +17% darkness +13% temporal Spell.save +7 (+2 eff.) Def/telep +10 Res/telep +12% Dur/telep +10% ---------- misc Max.mana +54.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 6 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +30 (+10 eff.) ----- def ----- Defense +6 (+2 eff.) Resists +15% all Spell.save +25 (+6 eff.) Blind- +50% ---------- misc See.Invis +10 On Spell Hit: 5% Blood Grasp 3 On Spell Hit: 5% Soul Rot 3 A silk robe, darker than the darkest night sky, it radiates power. |
![]() 2.0 T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +9% Mind.pwr +20 (+7 eff.) Melee+ 35 mind 10% gloom effects Res.pen +20% all Melee Ret 35 mind 10% gloom effects ----- def ----- Defense +12 (+4 eff.) Resists +15% all ---------- misc Psi/turn +0.20 Hate/m.crit +4.00 Psi/m.crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Punishments +0.10 Psionic/Solipsism +0.20 Cursed/Slaughter On Mind Hit: 8% Agony 2 On Mind Hit: 8% Hateful Whisper 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
![]() 2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+4 eff.) Resists +25% nature +13% all Phys.save +15 (+3 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
![]() 2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+4 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+5 eff.) Resists -10% cold +50% fire +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
![]() 2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +3 Wil +5 Mag dps ---------- Spell.pwr +23 (+8 eff.) Dmg.mod +20% physical +20% temporal Res.pen +20% physical +20% temporal Melee Ret 10 temporal 20 physical ----- def ----- Armour +3 Defense +9 (+3 eff.) Resists +10% physical +10% temporal +13% all Temporal Reprieve: Level 1.0 Pwr.cost 30 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+7 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+5 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
![]() 2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +8 Mag dps ---------- Dmg.mod +12% acid +42% physical +18% cold +18% fire +14% temporal Res.pen +9% physical +12% temporal ----- def ----- Resists +13% acid +20% physical +16% cold +16% fire +15% all Anom.red +12 ---------- misc Cooldown Refit Golem -5 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +19% acid +13% physical +17% cold +16% fire ----- def ----- Resists +17% acid +18% physical +13% cold +16% fire +15% all ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Cun dps ---------- Res.pen +10% fire Melee Ret 6 fire ----- def ----- Armour +4 Fatigue +3% Resists +7% cold +15% fire Crit.chn- 15.00% ---------- misc Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +18% fire ----- def ----- Armour +5 Defense +3 (+1 eff.) Fatigue +6% Resists +20% cold ---------- misc Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 49 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
![]() 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 60% (based on Cunning). Uses 30 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Apr +2 ----- def ----- Armour +10 Fatigue -3% Resists +3% nature +2% physical Crit.chn- 5.00% Phys.save +5 (+1 eff.) Heal.mod +5% Stun/Frz- +20% ---------- misc Max.enc +30 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Spell.crit +6% Spell.pwr +13 (+5 eff.) Dmg.mod +15% blight +15% fire +15% darkness ----- def ----- Armour +4 Defense +4 (+1 eff.) Fatigue +8% Poison Storm: Level 3.0 Pwr.cost 18 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: A furious storm of blighted poison rages around the caster in a radius of 4 for 8 turns. Each creature hit by the storm takes 17.46 blight damage and is poisoned for 69.85 blight damage over 4 turns. At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 56%. At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 30%. At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 27% chance of failure. Each possible effect is equally likely. The poison damage dealt is capable of a critical strike. The damage will increase with your Spellpower. The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots. |
![]() 2.0 T3 feet armor [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +4% Spell.pwr +20 (+7 eff.) Dmg.mod +15% mind Res.pen +13% darkness +15% temporal On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 23 ----- def ----- Armour +3 Resists +16% darkness +15% temporal Def/telep +17 Res/telep +13% Dur/telep +18% A pair of boots made of leather. |
![]() 1.0 T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +9 Mag +3 Cun ----- def ----- Defense +8 (+3 eff.) Stun/Frz- +20% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Increases all damage by 4% of current vim Current Bonus: 0% Darkfire: Level 5.0 Pwr.cost 8 out of 12/12. Range 6 Travel.spd 400% of base Is a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 82.96 fire damage and 89.05 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +7 Fatigue +3% Resists +9% lightning +6% fire +3% light Mind.save +9 (+2 eff.) Die.at -20.00 life Max.HP +49.00 Silence- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag dps ---------- Spell.crit +10% Spell.pwr +10 (+4 eff.) Dmg.mod +12% physical Res.pen +15% physical ----- def ----- Armour +12 Resists +10% physical ---------- misc Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Earthquake: Level 4.0 Pwr.cost 18 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 56.35 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +8.0% Spell.crit +7% Mind.crit +11% Crit.mult +7.00% Melee+ 15 nature Dmg.mod +10% nature Melee Ret 4 fire ----- def ----- Armour +2 Fatigue +3% Resists +18% lightning +13% nature +9% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +8 Cun +9 Dex dps ---------- Dmg.mod +18% cold Acc +8 (+2 eff.) Apr +14 ----- def ----- Armour +3 Fatigue +5% Resists +18% acid +15% temporal +2% physical Crit.chn- 15.30% Spell.save +12 (+3 eff.) Mind.save +9 (+2 eff.) Knockbk- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Psionic While equipped: Stats +7 Cun +1 Mag dps ---------- Melee+ 9 temporal Ranged+ 11 temporal Dmg.mod +3% lightning +6% temporal Res.pen +25% arcane Acc +5 (+1 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +7% light +8% temporal +5% arcane +14% darkness ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 12 cooldown Level 1.0 Pwr.cost 12 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 66.63 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 4 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 254.22 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. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+1 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+1 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These 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. |
![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag dps ---------- Dmg.mod +15% all Res.pen +10% all ----- def ----- Armour +15 ---------- misc Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Your Obliterating Smash can destroy walls. Obliterating Smash: Level 3.0 Pwr.cost 15 out of 25/25. Range 3 Travel.spd instantaneous Is a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Disrupt While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +16% blight +9% darkness +18% arcane Affinity +12% nature Spell.save +8 (+2 eff.) ---------- misc Masteries +0.20 Wild-gift/Antimagic Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun dps ---------- Spell.pwr +12 (+4 eff.) Mind.pwr +12 (+4 eff.) ----- def ----- Defense +8 (+3 eff.) Fear- -60% Assault the mind of a foe to utterly dominate it. Uses 60 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +16% fire On Hit (Melee): * 20% chance to slow global speed by 53% ----- def ----- Defense +2 (+1 eff.) Resists +3% darkness +24% fire Crit.chn- 5.00% Disarm- +20% ---------- misc Light +1 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Dex +5 Cun +3 Con dps ---------- Mind.crit +3% Mind.pwr +7 (+2 eff.) Dmg.mod +12% mind On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) On Melee Ret: * 28% chance to reduce damage dealt by 22% * 24% chance to reduce strength, dexterity, and constitution by 23 ----- def ----- Defense +2 (+1 eff.) Resists +10% mind Phys.save +8 (+2 eff.) Mind.save +18 (+4 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.psi +23.00 Infravis +5 See.Stealth +13 See.Invis +12 Circle of Warding: (Instant) Puts all charms on 24 cooldown Level 3.0 Pwr.cost 24 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 40% and attempts to push all creatures other than yourself out of its radius, inflicting 8.36 light damage and 9.31 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+3 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 3.0 T4 head armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +10 Con +10 Wil ----- def ----- Armour +15 Fatigue +5% Resists +20% darkness +20% blight ---------- misc Masteries +0.20 Corruption/Demon seeds +0.20 Corruption/Demonic pact ShadowPwr +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
![]() 2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+5 eff.) ----- def ----- Defense +8 (+3 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.0 Pwr.cost 11 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 18.07 mind and 15.21 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 15% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 14. Terrified: Deals 4.17 mind and 3.51 darkness damage per turn and increases cooldowns by 23%. Haunted: Causes the target to suffer 7.08 mind and 5.96 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
![]() 2.0 T3 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +3% Phys.pwr +10 (+2 eff.) Mind.pwr +7 (+2 eff.) Dmg.mod +10% darkness +9% physical Apr +3 ----- def ----- Defense +2 (+1 eff.) Resists +8% physical +5% darkness +12% light Heal.mod +5% Silence- +20% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.hate +8.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego++] Arcane/Master While equipped: Stats +2 Str +7 Mag +9 Wil dps ---------- Spell.crit +4% Dmg.mod +16% blight +14% arcane ----- def ----- Armour +5 Fatigue +5% Mind.save +13 (+3 eff.) ---------- misc Light +2 A cap made of leather. |
![]() 2.0 T5 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +30% lightning +12% darkness Res.pen +25% darkness On Hit (Melee): * 20% chance to reduce armor by 33% ----- def ----- Armour +5 Fatigue +5% Resists +9% acid +25% cold ---------- misc Breathe water A cap made of leather. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +8 Fatigue +5% Phys.save +15 (+3 eff.) Mind.save +8 (+2 eff.) ---------- misc Infravis +2 Battle Cry: Puts all charms on 17 cooldown Level 2.6 Pwr.cost 17 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +5 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+3 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 30 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 28.80 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Random Unique] Disrupt/Master While equipped: dps ---------- Dmg.mod +15% nature Res.pen +10% acid On Hit (Melee): * 20% chance to reduce armor by 33% ----- def ----- Armour +18 Defense +5 (+2 eff.) Fatigue +4% Resists +30% lightning +28% nature +18% blight D.Red.from +12% Unnatural Phys.save +13 (+3 eff.) A suit of armour made of mail. |
![]() 9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+3 eff.) ----- def ----- Armour +10 Defense +10 (+3 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+5 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
![]() 9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 12 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 67.02 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
![]() 9.0 T4 light armor [Ego++] Nature While equipped: dps ---------- Mind.pwr +7 (+2 eff.) ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% Resists +17% acid +13% physical +14% cold +13% fire +12% lightning Max.HP +41.00 HP.reg +4.00 Heal.mod +12% A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego] Nature/Psionic While equipped: ----- def ----- Armour +8 Defense +20 (+7 eff.) Fatigue +8% Resists +8% mind Mind.save +21 (+5 eff.) HP.reg +5.10 ---------- misc Stam/turn +2.40 A suit of armour made of leather. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Unique] Arcane While equipped: Stats +10 Str +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Melee Ret 30 physical ----- def ----- Armour +30 Fatigue +25% Resists +20% physical Phys.save +15 (+3 eff.) Blood Charges: 0 Drain blood from all creatures within range 5, causing them to bleed for 309.60 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed. Uses 15 power out of 25/25 Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +6 Con ----- def ----- Armour +32 Hardiness +10% Defense +20 (+7 eff.) Fatigue +15% Resists +25% darkness +25% fire Phys.save +40 (+9 eff.) Heal.mod -30% Stun/Frz- +40% Knockbk- +40% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
![]() 17.0 T5 massive armor Reqs Massive armour training Con 150 [Unique] Arcane While equipped: Stats +15 Str +25 Mag dps ---------- Spell.pwr +25 (+9 eff.) ----- def ----- Armour +50 Defense +40 (+12 eff.) Fatigue +70% Resists +10% all Phys.save +35 (+8 eff.) Spell.save +35 (+8 eff.) Max.HP +270.00 HP.reg +10.00 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Random Unique] Nature/Psionic While equipped: Stats +15 Cun +16 Wil dps ---------- Dmg.mod +12% acid +15% cold Res.pen +15% cold On Hit (Melee): * 20% chance to reduce armor by 33% ----- def ----- Armour +16 Fatigue +22% Resists +3% acid Mind.save +42 (+10 eff.) Max.HP +58.00 A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +15 Con ----- def ----- Armour +50 Hardiness +15% Fatigue +35% Phys.save +45 (+10 eff.) Knockbk- +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% Slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns. Uses 15 power out of 25/25 This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego+] Nature While equipped: ----- def ----- Armour +20 Fatigue +22% Resists +7% acid +13% cold HP.reg +5.50 ---------- misc Stam/turn +1.40 Breathe water A suit of armour made of metal plates. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 150% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +120 While equipped: Stats +5 Wil dps ---------- On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it ----- def ----- Armour +2 Defense +8 (+3 eff.) Rng.Def +8 (+3 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 160% 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 (+7 eff.) Rng.Def +10 (+3 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane Glows brightly in the light of dawn. When used to Attack: Power 162% Range: 1.2x Uses 100% Str Dmg Light Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +280 While equipped: ----- def ----- Armour +20 Defense +16 (+5 eff.) Rng.Def +17 (+5 eff.) Fatigue +14% Resists +30% blight +30% darkness Spell.save +19 (+5 eff.) ---------- misc Light +2 Talents +1 Block When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
![]() 3.0 T5 arrow ammo [Unique] Master Power 180% Range: 1.4x Uses 50% Dex, 70% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +100 Crit +10.0% Capacity 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
![]() 3.0 T4 arrow ammo [Unique] Psionic Power 127% Range: 1.4x Uses 20% Wil, 50% Str, 60% Dex Dmg Mind Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +2.0% Capacity 20 On Crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
![]() 3.0 T5 arrow ammo [Unique] Arcane Power 156% Range: 1.4x Uses 50% Str, 40% Mag, 70% Dex Dmg Void Acc+ +0.2% crit chance (max 25%) Apr +120 Crit +6.0% On Hit: 15% Spatial Tether 1 On Hit: 15% Dimensional Anchor 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) 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 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.1 T5 demonic gem [Unique] Arcane While carried: Melee Ret 34 healing Mind.save -18 (-5 eff.) HP.reg -2.00 Heal.mod -50% Light -2 Item imbue powers: Phys.pwr +12 (+2 eff.) Spell.pwr +16 (+6 eff.) Dmg.mod +9% all Melee Ret 34 darkness Heal.mod +50% Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +20 (+4 eff.) ----- def ----- Armour +11 Defense +6 (+2 eff.) Resists +7% physical +5% arcane +6% light Die.at -40.00 life While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 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? |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T5 lite [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Dmg.mod +15% darkness Res.pen +10% nature +11% all Apr +14 Melee Ret 10 nature ----- def ----- Defense +10 (+3 eff.) Resists +9% lightning +12% light +9% nature Affinity +5% darkness Phys.save +14 (+3 eff.) Spell.save +14 (+4 eff.) Mind.save +20 (+5 eff.) ---------- misc Light +6 Infravis +4 Moonlight Ray: Puts all charms on 5 cooldown Level 4.0 Pwr.cost 5 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 151.99 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T5 lite [Rare] Master While equipped: Stats +4 Dex +6 Wil dps ---------- Phys.crit +7.0% Res.pen +25% physical ----- def ----- Resists +5% arcane ---------- misc Light +10 Infravis +3 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 15 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 108.50 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 108.50 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+4 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Release a will o' the wisp that will explode against your foes for 270 cold damage (based on your Magic). Uses 12 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +30% nature +6% fire Melee Ret 6 fire On Hit (Melee): * 20% chance to slow global speed by 53% ----- def ----- Resists +18% nature +12% fire Mind.save +7 (+2 eff.) ---------- misc Light +3 See.Stealth +8 See.Invis +9 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. |
![]() 2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+4 eff.) Mind.pwr +10 (+3 eff.) Melee+ 25 phys.bleed Dmg.mod +5% physical +10% temporal Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 9 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 18 power out of 26/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 579.60 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 15 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T4 shot ammo [Random Unique] Arcane/Psionic Power 151% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 21 Proj.spd +200% Ranged+ +21 blight +42 physical +20 acid On Hit: 20% Epidemic 4 On Hit: * 13% chance to reduce strength, dexterity, and constitution by 23 * 20% chance to knock the target back 3 spaces and deal 166 physical damage * 25% chance for lightning to strike from the target to a second target dealing 78 damage While equipped: ---------- misc Reload +2 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo [Unique] Arcane Power 139% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Ice Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 On Hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
![]() 3.0 T2 shot ammo [Rare] Master Power 135% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 14 Ranged+ +20 lightning +16 mind On Hit.r1 +16 lightning +20 blight On Hit: * 20% chance to reduce strength, dexterity, and constitution by 23 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo [Ego] Arcane/Master Power 154% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +11 Apr +5 Crit +5.5% Capacity 21 On Crit: * Splash the target with acid dealing 130 damage over 5 turns and reducing armor and accuracy by 17 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T3 shot ammo [Ego++] Master/Psionic Power 149% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +12.0% Capacity 19 On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On Crit: * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo [Ego++] Nature/Master Power 165% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +18.5% Capacity 18 On Hit: * 20% chance to create vines that bind the target to the ground dealing 166 nature damage and pinning them for 3 turns On Crit: * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo [Ego] Nature/Master Power 153% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 48 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 211 physical damage While equipped: ---------- misc Reload +2 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T3 shot ammo [Ego++] Nature/Psionic Power 142% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 18 Ranged+ +16 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 166 physical damage * 20% chance to create vines that bind the target to the ground dealing 166 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
![]() 2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+0 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+3 eff.) Psionic Pull: Level 3.0 Pwr.cost 11 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 73 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
![]() 2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
![]() 2.0 T5 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 13 spaces and dealing 542 physical damage Puts all charms on 9 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 71 for 5 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 11 spaces and dealing 419 physical damage Puts all charms on 9 cooldown 100% to gain a 18% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 327 mind damage and silencing them for 4 turns Puts all charms on 14 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Ego] Psionic Blast the opponent's mind dealing 737 mind damage and silencing them for 4 turns Puts all charms on 12 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 119 for 5 turns Puts all charms on 12 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+2 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() 2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +6% blight ---------- misc Mana/s.crit +2.00 Max.mana +20.00 Heal yourself and all friendly characters within 10 spaces for 362 Puts all charms on 14 cooldown 100% to heal for 30. 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Rare] Nature While equipped: Stats +2 Cun dps ---------- Mind.crit +3% Dmg.mod +9% mind Res.pen +25% mind ----- def ----- Resists +15% light ---------- misc Hate/m.crit +5.00 Light +3 Heal yourself and all friendly characters within 10 spaces for 434 Puts all charms on 9 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +6 Con +7 Wil dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 6 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 2.0 T4 totem charm [Ego] Nature Sting an enemy dealing 673 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 12 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Ego] Nature Sting an enemy dealing 607 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 9 cooldown 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+4 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 107 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 21 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
![]() 2.0 T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +10 (+4 eff.) Dmg.mod +12% darkness +12% temporal Melee Ret 16 void ----- def ----- Resists +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 218.55 temporal and 181.35 darkness damage (based on Magic). Uses 12 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
![]() 2.0 T4 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 85 lightning damage and will be dazed for 1 turn (427 total damage) Puts all charms on 9 cooldown 100% to increase all damage by 15% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Fefgir the Dwarf Bulwark level 30
24th Voratun 123rd year of Ascendancy at 00:41 see stats
By Fefgir the Dwarf Bulwark level 29
22nd Voratun 123rd year of Ascendancy at 09:37 see stats
By Fefgir the Dwarf Bulwark level 50
28th Shortage 124th year of Ascendancy at 23:52 see stats
By Fefgir the Dwarf Bulwark level 35
24th Loss 123rd year of Ascendancy at 18:07 see stats
By Fefgir the Dwarf Bulwark level 49
11st Wealth 124th year of Ascendancy at 07:53 see stats
By Fefgir the Dwarf Bulwark level 34
13rd Loss 123rd year of Ascendancy at 06:46 see stats
By Fefgir the Dwarf Bulwark level 25
43rd Steel 123rd year of Ascendancy at 21:26 see stats
By Fefgir the Dwarf Bulwark level 48
2nd Acquisition 124th year of Ascendancy at 06:11 see stats
By Fefgir the Dwarf Bulwark level 41
1st Gold 124th year of Ascendancy at 19:58 see stats
By Fefgir the Dwarf Bulwark level 11
33rd Profit 122nd year of Ascendancy at 05:18 see stats
By Fefgir the Dwarf Bulwark level 42
5th Stralite 124th year of Ascendancy at 07:40 see stats
By Fefgir the Dwarf Bulwark level 32
24th Profit 123rd year of Ascendancy at 00:17 see stats
By Fefgir the Dwarf Bulwark level 49
11st Wealth 124th year of Ascendancy at 05:26 see stats
By Fefgir the Dwarf Bulwark level 45
28th Stralite 124th year of Ascendancy at 07:08 see stats
By Fefgir the Dwarf Bulwark level 44
21st Stralite 124th year of Ascendancy at 16:13 see stats
By Fefgir the Dwarf Bulwark level 17
9th Shortage 122nd year of Ascendancy at 11:41 see stats
By Fefgir the Dwarf Bulwark level 33
35th Profit 123rd year of Ascendancy at 03:43 see stats
By Fefgir the Dwarf Bulwark level 19
29th Iron 123rd year of Ascendancy at 09:33 see stats
By Fefgir the Dwarf Bulwark level 50
10th Iron 125th year of Ascendancy at 22:28 see stats
By Fefgir the Dwarf Bulwark level 31
21st Profit 123rd year of Ascendancy at 05:12 see stats
By Fefgir the Dwarf Bulwark level 34
8th Wealth 123rd year of Ascendancy at 17:53 see stats
By Fefgir the Dwarf Bulwark level 37
26th Loss 123rd year of Ascendancy at 08:07 see stats
By Fefgir the Dwarf Bulwark level 30
28th Voratun 123rd year of Ascendancy at 10:33 see stats
By Fefgir the Dwarf Bulwark level 10
12nd Profit 122nd year of Ascendancy at 19:24 see stats
By Fefgir the Dwarf Bulwark level 20
30th Iron 123rd year of Ascendancy at 01:10 see stats
By Fefgir the Dwarf Bulwark level 30
22nd Voratun 123rd year of Ascendancy at 09:37 see stats
By Fefgir the Dwarf Bulwark level 40
8th Iron 124th year of Ascendancy at 21:00 see stats
By Fefgir the Dwarf Bulwark level 50
45th Dearth 124th year of Ascendancy at 13:02 see stats
By Fefgir the Dwarf Bulwark level 28
27th Stralite 123rd year of Ascendancy at 13:54 see stats
By Fefgir the Dwarf Bulwark level 42
6th Stralite 124th year of Ascendancy at 18:21 see stats
By Fefgir the Dwarf Bulwark level 44
23rd Stralite 124th year of Ascendancy at 12:22 see stats
By Fefgir the Dwarf Bulwark level 29
22nd Voratun 123rd year of Ascendancy at 07:54 see stats
By Fefgir the Dwarf Bulwark level 34
44th Dearth 123rd year of Ascendancy at 22:39 see stats
By Fefgir the Dwarf Bulwark level 5
19th Voratun 122nd year of Ascendancy at 04:17 see stats
By Fefgir the Dwarf Bulwark level 34
8th Wealth 123rd year of Ascendancy at 12:55 see stats
By Fefgir the Dwarf Bulwark level 46
29th Stralite 124th year of Ascendancy at 23:27 see stats
By Fefgir the Dwarf Bulwark level 39
8th Iron 124th year of Ascendancy at 11:51 see stats
By Fefgir the Dwarf Bulwark level 48
45th Profit 124th year of Ascendancy at 11:02 see stats
By Fefgir the Dwarf Bulwark level 14
28th Wealth 122nd year of Ascendancy at 05:45 see stats
By Fefgir the Dwarf Bulwark level 47
2nd Voratun 124th year of Ascendancy at 11:04 see stats
By Fefgir the Dwarf Bulwark level 48
44th Profit 124th year of Ascendancy at 18:11 see stats
By Fefgir the Dwarf Bulwark level 33
24th Profit 123rd year of Ascendancy at 12:12 see stats
By Fefgir the Dwarf Bulwark level 22
6th Steel 123rd year of Ascendancy at 02:33 see stats
By Fefgir the Dwarf Bulwark level 28
21st Voratun 123rd year of Ascendancy at 09:31 see stats
By Fefgir the Dwarf Bulwark level 50
28th Loss 124th year of Ascendancy at 13:06 see stats
Log
Vor, Grand Geomancer of the Pride casts Rune: Biting Gale.
Vor, Grand Geomancer of the Pride's morale has been lowered.
Vor, Grand Geomancer of the Pride hits Fefgir for (10 flat reduction), 179 cold (179 total damage).
Vor, Grand Geomancer of the Pride casts Inferno.
Fefgir HEALS from fire damage!
Thunderstorm hits Fefgir for (10 flat reduction), 4 lightning (4 total damage).
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Fefgir for (10 flat reduction), 68 fire, 24 healing (68 total damage) [24 healing].
Vor, Grand Geomancer of the Pride hits Vor, Grand Geomancer of the Pride for (10 absorbed), 0 fire (0 total damage).
Talent Infusion: Regeneration is ready to use.
Vor, Grand Geomancer of the Pride casts Shivgoroth Form.
Vor, Grand Geomancer of the Pride turns into a shivgoroth!
Vor, Grand Geomancer of the Pride casts Frozen Ground.
Vor, Grand Geomancer of the Pride's spell attains critical power!
Fefgir shrugs off the effect 'Stunned'!
Fefgir is frozen to the ground!
Lava floor burns Fefgir!
Fefgir HEALS from fire damage!
Vor, Grand Geomancer of the Pride hits Fefgir for (10 flat reduction), 235 cold, (10 flat reduction), 177 physical, (10 flat reduction), 157 fire, 52 healing (570 total damage) [52 healing].
Lava floor hits Fefgir for (10 flat reduction), 17 fire, 15 healing (17 total damage) [15 healing].
Fefgir uses Infusion: Regeneration.
Fefgir starts regenerating health quickly.
Fefgir stops regenerating health quickly.
Fefgir HEALS from fire damage!
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Fefgir for (10 flat reduction), 68 fire, 24 healing (68 total damage) [24 healing].
Vor, Grand Geomancer of the Pride hits Vor, Grand Geomancer of the Pride for (10 absorbed), 0 fire (0 total damage).
Thunderstorm hits Fefgir for (10 flat reduction), 5 lightning (5 total damage).
Vor, Grand Geomancer of the Pride casts Lightning.
Vor, Grand Geomancer of the Pride roars triumphantly.