Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Bulwark |
Level / Exp | 50 / 1727% |
Size | big |
Lifes / Deaths | Killed by worm that walks at level 23 on the 7th Pyre 123rd year of Ascendancy at 23:00 2 / 6Killed by forge-giant at level 28 on the 38th Dusk 123rd year of Ascendancy at 18:52 Killed by forge-giant at level 28 on the 38th Dusk 123rd year of Ascendancy at 19:42 Killed by Eilinomira the Flamebringer at level 43 on the 22nd Dusk 124th year of Ascendancy at 16:31 Killed by multi-hued drake at level 50 on the 77th Haze 124th year of Ascendancy at 00:39 Killed by Boot Jr. at level 50 on the 3rd Regrowth 125th year of Ascendancy at 05:00 |
Primary Stats
Strength | 164 (base 60) |
Dexterity | 80 (base 60) |
Constitution | 107 (base 60) |
Magic | 19 (base 10) |
Willpower | 34 (base 10) |
Cunning | 69 (base 32) |
Resources
Life | 1880/1880 |
Stamina | 52/372 |
Healing Factor | 1.7753405674271 |
Regeneration | 30.706561126164 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 9 |
See Stealth | 70.606473909931 |
See Invisible | 80.606473909931 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 235 |
Accuracy | 73 |
Crit Chance | 40% |
APR | 34 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 31 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +10% |
Light | +6% |
Blight | +8% |
Physical | +37% |
All | 0% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 106.48474476716 (100%) |
Defense | 63 |
Ranged Defense | 71 |
Fatigue | 0 |
Physical Save | 85 |
Spell Save | 59 |
Mental Save | 41 |
Defense: Resistances
Acid | + 32%( 70%) |
Nature | + 40%( 70%) |
Temporal | + 44%( 70%) |
Blight | + 32%( 70%) |
Physical | + 30%( 70%) |
Mind | + 31%( 70%) |
All | + 17%( 70%) |
Defense: Immunities
Disarm Resistance | 40% |
Confusion Resistance | 42% |
Teleport Resistance | 20% |
Blind Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 854 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 50% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 10 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% 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 36%, your defense is increased by 36 and all your resistances by 36%. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.60 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Warcries | 1.60 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Technique / Shield offense | 1.60 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.60 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Technique / Conditioning | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.80 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by venom wyrm. Escort: injured seer (level 3 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell. Escort: lost defiler (level 8 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by rogue. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul) | failed |
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 Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Dreadfell. Escort: worried loremaster (level 1 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the worried loremaster from death by wretchling. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Constitution by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | 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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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 entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1267. | 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 |
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 too late. The place has been drained of its power and the sorcerers have left. 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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
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 | Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)3.0 Encumbrance T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con offense ------ Physical Power +10 (+2 eff.) Damage +15% physical defense ------ Armor +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resistance +15% acid +15% physical Knockbk Resist +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Quiver | Cloudmortal the quiver of elven-wood arrows (51/51, 66-92 power, 40 apr) Cloudmortal the quiver of elven-wood arrows (51/51, 66-92 power, 40 apr)3.0 Encumbrance T4 arrow ammo [Random Unique] Arcane/Master Weapon Damage 66.0 - 92.4 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +40 Critical Rate +14.5% Capacity 51 Auto Reload 1 Projectile Speed +200% On-ranged-hit +20 lightning On-Hit, radius 1 +16 lightning +16 temporal On Hit: 20% Curse of Death level 4 Arrows are used with bows to pierce your foes to death. |
Light source | Velyriwe the dwarven lantern Velyriwe the dwarven lantern1.0 Encumbrance T5 lite [Random Unique] Nature While equipped: Stats +6 Wil offense ------ Physical Crit +5.0% Critical power +16.00% Physical Power +8 (+2 eff.) Damage +9% physical defense ------ Resistance +1% physical Physical save +24 (+4 eff.) Healmod +46% other ------- Stamina/turn +2.00 Max stamina +20.00 Light +5 Infravision +3 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | drakeskin leather cap 'Daypunish' (25 def, 5 armour) drakeskin leather cap 'Daypunish' (25 def, 5 armour)2.0 Encumbrance T5 head armor [Random Unique] Master/Psionic While equipped: Stats +4 Str +3 Con offense ------ Damage +6% light defense ------ Armor +5 Defense +25 (+7 eff.) Fatigue +5% Resistance +3% acid +3% temporal +17% mind Physical save +26 (+5 eff.) Mind save +32 (+11 eff.) Confus Resist +42% Teleport Resist +20% Battle Cry: Puts all charms on 17 turn cooldown Effective talent level: 3.2 Power cost 17 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 22 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 cap made of leather. |
On hands | Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)1.5 Encumbrance T3 hands armor [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun offense ------ Mindpower +3 (+1 eff.) Damage +8% physical defense ------ Armor +4 Defense +8 (+2 eff.) Disarm Resist +40% other ------- Masteries +0.20 Technique/Grappling Unarmed combat: Weapon Damage 25.0 - 35.0 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 87% On Hit: 20% Poisonous Bite level 3 On Hit: 10% Quick as Thought level 3 On Hit: 5% Implode level 1 Mindhook: Effective talent level: 4.0 Power cost 10 out of 24/24. Range 6 Cooldown: 9 Travel.spd instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Tool | Honeywood Chalice Honeywood Chalice2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +5 Str offense ------ Damage +5% physical defense ------ Resistance +10% nature Physical save +10 (+2 eff.) Life Regen +0.15 Healmod +10% other ------- 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. |
On fingers | Nightsong Nightsong0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+2 eff.) Fatigue -7% Mind save +13 (+4 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.0 Power cost 30 out of 15/50. Range 7 Cooldown: 5 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
On fingers | Ring of the War Master Ring of the War Master0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con offense ------ Physical Crit +5.0% Physical Power +10 (+2 eff.) Ignore Armor +15 defense ------ Category Bonus +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Around neck | Choker of Dread Choker of Dread0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+3 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 36 power out of 60/60 The evilness of undeath radiates from this amulet. |
In main hand | Butcher (48-67 power, 12 apr) Butcher (48-67 power, 12 apr)3.0 Encumbrance T5 longsword 1H weapon [Unique] Master/Psionic Weapon Damage 48.0 - 67.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +10.0% Attack Speed 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 offense ------ Accuracy +18 (+4 eff.) other ------- Masteries +0.20 Cursed/Rampage +0.20 Cursed/Slaughter Enter Rampage if health falls below 20% (cooling down: 3 turns) 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." |
Around waist | Emblem of Evasion Emblem of Evasion1.0 Encumbrance T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck defense ------ Ranged Defense +20 (+5 eff.) Deflect Projectile +15% Slow Projectiles +30% Evasion: (Instant) Effective talent level: 5.2 Power cost 18 out of 30/30. Range melee/personal Cooldown: 17 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 36% chance to evade melee and ranged attacks and 48 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In off hand | Temporal Rift (8 def, 4 armour, 50-60 power, 325 block) Temporal Rift (8 def, 4 armour, 50-60 power, 325 block)7.0 Encumbrance T5 shield armor [Unique] Arcane When used to Attack: Weapon Damage 50.0 - 60.0 Temporal Uses 20% Mag, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +325 On Hit: 25% Turn Back the Clock level 3 While equipped: offense ------ Spellpower +12 (+6 eff.) defense ------ Armor +4 Defense +8 (+2 eff.) Ranged Defense +10 (+2 eff.) Resistance +30% temporal Damage Reduction +20 all Spell save +20 (+5 eff.) Slow Projectiles +50% other ------- Talents +1 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
Cloak | elven-silk cloak 'Falyvon' (28 def, 0 armour) elven-silk cloak 'Falyvon' (28 def, 0 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Str +3 Mag +5 Wil +6 Con offense ------ On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +28 (+7 eff.) Resistance +18% nature +18% blight Spell save +9 (+2 eff.) Life Regen +10.00 Healmod +19% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Max mana +80.00 Max stamina +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Tarrasca (0 def, 50 armour) Tarrasca (0 def, 50 armour)17.0 Encumbrance T4 massive armor [Unique] Master While equipped: Stats +15 Con defense ------ Armor +50 Hardiness +15% Fatigue +35% Physical save +45 (+9 eff.) Knockbk Resist +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. |
Inventory
healing infusion of the psychic (heal 108; cd 14) healing infusion of the psychic (heal 108; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 108 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 19%; physical; dur 4; cd 11) wild infusion of the wizard (res 19%; physical; dur 4; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; cold, physical, darkness, mind) Prismatic Rune (6 turns; cold, physical, darkness, mind)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 cold, 2 physical, 5 darkness, 4 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( ) Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--) Rune of Reflection (--)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 195 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (286.00 temporal damage, removed from time 4 turns) Rune of the Rift (286.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 286.00 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. |
blink rune of the duelist (range 6; phase 20; cd 18) blink rune of the duelist (range 6; phase 20; cd 18)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 133; cd 20) shatter afflictions rune of the titan (absorb 133; cd 20)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 133 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 371; dur 3; cd 17) shielding rune of the titan (absorb 371; dur 3; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 371 damage for 3 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 562; dur 3; cd 15) shielding rune of the warrior (absorb 562; dur 3; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 562 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Chylathalin the Mucuswalker Chylathalin the Mucuswalker0.1 Encumbrance T5 amulet jewelry [Random Unique] Arcane/Nature/Psionic While equipped: Stats +6 Wil +2 Cun +9 Con offense ------ Critical power +18.00% Spellpower +12 (+6 eff.) Mindpower +10 (+4 eff.) Damage +12% blight +15% fire +9% mind When Hit 6 nature defense ------ Resistance +6% nature Mind save +10 (+3 eff.) Confus Resist +21% other ------- Psi when Hit +0.12 Max psi +20.00 Amulets make your neck look great! |
Daneth's Neckguard Daneth's Neckguard2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +10 Fatigue +2% Resistance +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Earthen Beads Earthen Beads0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 21 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 215 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Eruyafang Eruyafang0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Wil +8 Cun +11 Lck offense ------ Ignore resists +15% acid +20% mind Accuracy +11 (+2 eff.) When Hit 8 acid defense ------ Defense +11 (+3 eff.) Mind save +15 (+5 eff.) Resist unseen 15% Amulets make your neck look great! |
Feathersteel Amulet Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+4 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Frost Lord's Chain Frost Lord's Chain0.1 Encumbrance T5 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +12 (+6 eff.) Damage +12% cold When Hit 10 cold defense ------ Resistance +25% cold Pierce Iceblocks +20% Stun Resist +30% other ------- Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Garkul's Teeth Garkul's Teeth0.1 Encumbrance T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con defense ------ Physical save +18 (+3 eff.) Mind save +18 (+6 eff.) Pinning Resist +100% other ------- Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Effective talent level: 6.4 Power cost 6 out of 48/48. Range melee/personal Cooldown: 7 Travel.spd instantaneous Description: Release a powerful shout, doing 545.94 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. |
Hanokhad Hanokhad0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Cun +7 Mag defense ------ Fatigue -9% Resistance +30% lightning +28% mind Crit Resistance 15.00% Life Regen +4.00 Confus Resist +32% Stun Resist +47% other ------- Light +2 Infravision +3 Amulets make your neck look great! |
The Far-Hand The Far-Hand0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 22 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (131). 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. |
Unflinching Eye Unflinching Eye0.1 Encumbrance T4 amulet jewelry [Unique] Arcane/Psionic While equipped: defense ------ Resistance -25% light Max Resistance -25% light Blind Resist +100% Confus Resist +50% other ------- Infravision +3 Telepathy Horror Telepath range +10 Arcane Eye: (Instant) Effective talent level: 2.0 Power cost 36 out of 60/60. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Zemekkys' Broken Hourglass Zemekkys' Broken Hourglass0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil offense ------ Damage +10% temporal defense ------ Resistance +20% temporal Max Resistance +5% temporal other ------- Spell cooldown 10% Time Stop: Effective talent level: 1.0 Power cost 30 out of 80/80. Range melee/personal Cooldown: 49 Travel.spd instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
copper amulet of cunning (+2) copper amulet of cunning (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun Amulets make your neck look great! |
serendipitous stralite amulet of vision serendipitous stralite amulet of vision0.1 Encumbrance T4 amulet jewelry [Ego++] Nature While equipped: Stats +13 Lck offense ------ Accuracy +13 (+3 eff.) defense ------ Defense +14 (+4 eff.) Resist unseen 13% Blind Resist +20% other ------- Infravision +6 Sight +2 See Invisibility +9 Amulets make your neck look great! |
starseer's voratun amulet of soulsearing starseer's voratun amulet of soulsearing0.1 Encumbrance T5 amulet jewelry [Ego++] Arcane While equipped: Stats +4 Mag offense ------ Spell Crit +5% Critical power +18.00% Spellpower +13 (+7 eff.) Damage +7% temporal +5% light +14% blight +12% fire +7% physical +7% darkness Amulets make your neck look great! |
steel amulet of dexterity (+3) steel amulet of dexterity (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets make your neck look great! |
steel amulet of magic (+3) steel amulet of magic (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
Orb of Many Ways Orb of Many Ways1.0 Encumbrance 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. |
Exiler Exiler0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ Spellpower +10 (+5 eff.) On-Hit 15 temporal Damage +15% temporal +10% physical defense ------ Resistance +15% temporal Anomaly Control +10 other ------- Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread level 2 Attempt to inflict 63.61 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s). Uses 20 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Glaciermonster the steel ring Glaciermonster the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Dex +3 Wil +5 Cun offense ------ Damage +3% cold Accuracy +7 (+1 eff.) defense ------ Resistance +6% lightning +15% cold Mind save +6 (+2 eff.) Silence Resist +20% other ------- Mana/turn +0.18 Rings make your fingers look great! |
Inertial Twine Inertial Twine0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+2 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Jetcrack Jetcrack0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: Stats +6 Dex offense ------ Ignore resists +20% darkness Accuracy +12 (+3 eff.) defense ------ Defense +10 (+3 eff.) Resistance +12% lightning +12% fire +12% light Crit Resistance 10.00% Mind save +9 (+3 eff.) Rings make your fingers look great! |
Mnemonic Mnemonic0.1 Encumbrance T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil offense ------ Mindpower +12 (+5 eff.) defense ------ Resistance +25% mind Mind save +20 (+7 eff.) Confus Resist +40% other ------- Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh level 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) Effective talent level: 2.0 Power cost 18 out of 30/30. Range melee/personal Cooldown: 16 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. |
Radianceobeisance the copper ring Radianceobeisance the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +3% light defense ------ Resistance +6% blight +12% fire +6% nature +3% temporal Poison Resist +10% Disease Resist +11% other ------- Light +1 Rings make your fingers look great! |
Ring of the Archlich Ring of the Archlich0.1 Encumbrance T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: offense ------ Spellpower +8 (+4 eff.) Damage +10% darkness +10% cold defense ------ Resistance +10% darkness +10% cold Spell save +8 (+2 eff.) Poison Resist +25% Cut Resist +25% other ------- 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. |
Ring of the Dead Ring of the Dead0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Vargh Redemption Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 12.38 cold and 16.96 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 36 power out of 60/60 This azure ring seems to be always moist to the touch. |
marksman's copper ring of sensing marksman's copper ring of sensing0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+1 eff.) defense ------ Blind Resist +21% other ------- Infravision +4 See Stealth +5 See Invisibility +5 Rings make your fingers look great! |
marksman's steel ring of arcana (+0.10/turn) marksman's steel ring of arcana (+0.10/turn)0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+1 eff.) defense ------ Silence Resist +21% other ------- Mana/turn +0.10 Rings make your fingers look great! |
mule's steel ring of lightning (+20%) mule's steel ring of lightning (+20%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +10% lightning defense ------ Fatigue -4% Resistance +20% lightning other ------- Encumbrance +20 Rings make your fingers look great! |
psionicist's stralite ring of life psionicist's stralite ring of life0.1 Encumbrance T4 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +6 Wil defense ------ Mind save +12 (+4 eff.) Life +63.00 Life Regen +11.00 Healmod +12% Rings make your fingers look great! |
rogue's stralite ring of life rogue's stralite ring of life0.1 Encumbrance T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +9 Cun defense ------ Defense +18 (+5 eff.) Life +63.00 Life Regen +15.00 Healmod +13% Rings make your fingers look great! |
savior's copper ring of clarity savior's copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: defense ------ Physical save +7 (+1 eff.) Spell save +6 (+2 eff.) Mind save +13 (+4 eff.) Confus Resist +21% Rings make your fingers look great! |
stralite ring 'Eilinytira' stralite ring 'Eilinytira'0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: Stats +6 Dex offense ------ Ignore resists +20% blight Ignore Shields +10% Accuracy +12 (+3 eff.) defense ------ Armor +8 Resistance +6% fire Crit Resistance 10.00% Pinning Resist +20% other ------- Max vim +50.00 Rings make your fingers look great! |
titan's copper ring titan's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +4 Con defense ------ Physical save +8 (+1 eff.) Rings make your fingers look great! |
voratun ring 'Dawnire' voratun ring 'Dawnire'0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane While equipped: Stats +7 Mag +8 Wil offense ------ Physical Power +11 (+2 eff.) Spellpower +26 (+12 eff.) Mindpower +12 (+5 eff.) When Hit 10 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 24 defense ------ Resistance +12% light Blind Resist +49% other ------- Infravision +6 See Stealth +5 See Invisibility +18 Rings make your fingers look great! |
warrior's steel ring of clarity warrior's steel ring of clarity0.1 Encumbrance T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Str defense ------ Armor +6 Mind save +5 (+2 eff.) Confus Resist +20% Rings make your fingers look great! |
warrior's steel ring of lightning (+20%) warrior's steel ring of lightning (+20%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Str offense ------ Damage +10% lightning defense ------ Armor +8 Resistance +20% lightning Rings make your fingers look great! |
Cinderbloom (52-78 power, 3 apr) Cinderbloom (52-78 power, 3 apr)3.0 Encumbrance T4 battleaxe 2H weapon [Random Unique] Arcane/Master Weapon Damage 52.0 - 78.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% On-hit +8 fire On-Hit, radius 1 +16 light On-crit, radius 2 +4 physical On Hit: * 25% chance for lightning to strike from the target to a second target dealing 53 damage On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +1 Con offense ------ Physical Crit +19.0% Critical power +15.00% Ignore resists +17% physical Accuracy +30 (+7 eff.) Ignore Armor +19 defense ------ Defense +15 (+4 eff.) Massive two-handed battleaxes. |
Drake's Bane (45-68 power, 21 apr) Drake's Bane (45-68 power, 21 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Unique] Master Weapon Damage 45.0 - 67.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +21 Critical Rate +2.0% Attack Speed 100% Damage Against +25% Dragon While equipped: Stats +6 Str defense ------ Resist Against +25% Dragon Physical save +9 (+1 eff.) Stun Resist +20% Knockbk Resist +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Eksatin's Ultimatum (63-94 power, 25 apr) Eksatin's Ultimatum (63-94 power, 25 apr)3.0 Encumbrance T4 battleaxe 2H weapon [Unique] Master Weapon Damage 63.0 - 94.5 Physical Uses 130% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Critical Rate +25.0% Attack Speed 100% On Critical: * decapitate a weakened target While equipped: offense ------ Critical power +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
Heatworm the voratun battleaxe (59-88 power, 4 apr) Heatworm the voratun battleaxe (59-88 power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon [Random Unique] Master Weapon Damage 59.0 - 88.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-hit +20 fire On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +13 Str +3 Mag +9 Con offense ------ Physical Crit +20.0% Critical power +10.00% Physical Power +16 (+3 eff.) Damage +14% physical Ignore resists +19% physical Accuracy +31 (+7 eff.) defense ------ Armor +2 Disarm Resist +49% Massive two-handed battleaxes. |
Shockserpent (75-112 power, 4 apr) Shockserpent (75-112 power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon [Random Unique] Nature/Master/Psionic Weapon Damage 75.0 - 112.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-hit +20 darkness +4 blight Damage Against +28% Living On-crit, radius 2 +44 acid +58 nature While equipped: Stats +2 Wil offense ------ Mind Crit +1% Mindpower +15 (+6 eff.) Damage +9% blight Ignore resists +21% acid +31% nature Ignore Armor +19 When Hit 4 lightning 8 blight Massive two-handed battleaxes. |
Stormfront (30-45 power, 15 apr) Stormfront (30-45 power, 15 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Unique] Nature Weapon Damage 30.0 - 45.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +5.0% Attack Speed 100% On-hit +15 lightning +15 cold On Critical: * inflicts either shocked or wet, chosen at random While equipped: offense ------ Damage +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
Xanylle (58-87 power, 4 apr) Xanylle (58-87 power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon [Random Unique] Nature/Psionic Weapon Damage 58.0 - 87.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-hit +23 nature +30 mind On Hit: * 40% chance to reduce all saves and defense by 24 While equipped: Stats +16 Str +19 Dex +12 Mag +25 Wil +29 Cun +14 Con offense ------ Spell Crit +1% Critical power +20.20% Ignore resists +5% arcane other ------- Mana-on-crit +2.02 Massive two-handed battleaxes. |
acidic voratun battleaxe of ruin (55-82 power, 4 apr) acidic voratun battleaxe of ruin (55-82 power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon [Ego+] Arcane/Master Weapon Damage 55.0 - 82.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 88 damage over 5 turns and reducing armor and accuracy by 11 While equipped: offense ------ Physical Crit +17.0% Critical power +20.00% Ignore Armor +19 Massive two-handed battleaxes. |
steel battleaxe 'Duathelkarma' (19-28 power, 2 apr) steel battleaxe 'Duathelkarma' (19-28 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Random Unique] Arcane/Master/Psionic Weapon Damage 19.0 - 28.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +4 darkness +9 mind On-Hit, radius 1 +16 arcane On Hit: * 20% chance to reduce damage dealt by 20% * 19% chance to reduce all saves and defense by 24 While equipped: Stats +5 Mag +6 Wil +3 Cun offense ------ Spellpower +10 (+5 eff.) Damage +3% arcane +3% darkness Ignore resists +7% physical Accuracy +9 (+2 eff.) Ignore Armor +10 Massive two-handed battleaxes. |
Dagger of the Past (25-32 power, 20 apr) Dagger of the Past (25-32 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Mag 24 [Unique] Arcane Potentially it would go with a sword in the future. Weapon Damage 25.0 - 32.5 Physical Uses 50% Mag, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +20.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Move Speed +20% Damage +5% temporal defense ------ Defense +10 (+3 eff.) Spell save +10 (+3 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% other ------- Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Flarelore the voratun dagger (38-50 power, 9 apr) Flarelore the voratun dagger (38-50 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Arcane/Master Weapon Damage 38.5 - 50.1 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +15 light Damage Against +19% Undead On-Hit, radius 1 +8 mind While equipped: Stats +4 Mag offense ------ Physical Crit +11.0% Critical power +33.00% Spellpower +15 (+8 eff.) Damage +6% fire Ignore resists +15% all Accuracy +15 (+3 eff.) Ignore Armor +21 Sharp, short and deadly. |
Galilathasta the Kindleslice (38-49 power, 9 apr) Galilathasta the Kindleslice (38-49 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Nature/Master Weapon Damage 38.0 - 49.4 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-crit, radius 2 +8 blight On Critical: * Wound the target dealing 310 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +10 Dex +15 Wil +11 Con offense ------ Physical Crit +15.0% Physical Power +14 (+3 eff.) Combat Speed +10% Damage +9% light Accuracy +25 (+6 eff.) Ignore Armor +2 defense ------ Resistance +1% physical Physical save +6 (+1 eff.) Unlife -85.42 life Life +85.00 other ------- Stamina/turn +3.20 Sharp, short and deadly. |
Icy Kill (35-46 power, 10 apr) Icy Kill (35-46 power, 10 apr)1.0 Encumbrance T4 dagger 1H weapon [Unique] Nature/Psionic Weapon Damage 35.0 - 45.5 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +15.0% Attack Speed 100% On-hit +30 cold On Critical: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil offense ------ Damage +25% cold defense ------ Pierce Iceblocks +50% other ------- Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Kinetic Spike (38-49 power, 40 apr) Kinetic Spike (38-49 power, 40 apr)1.0 Encumbrance T5 dagger 1H weapon Reqs Wil 42 [Unique] Psionic Weapon Damage 38.0 - 49.4 Physical Uses 30% Wil, 40% Dex, 30% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +40 Critical Rate +10.0% Attack Speed 100% While equipped: offense ------ Physical Power +15 (+3 eff.) Ignore resists +30% physical Accuracy +8 (+2 eff.) other ------- 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. |
Mandible of Ungolmor (40-52 power, 12 apr) Mandible of Ungolmor (40-52 power, 12 apr)1.0 Encumbrance T5 dagger 1H weapon [Unique] Nature Weapon Damage 40.0 - 52.0 Physical Uses 35% Dex, 30% Cun, 35% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +22.0% Attack Speed 100% Damage Conversion 30% darkness On Hit: 20% Poisonous Bite level 3 On Critical: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex offense ------ Damage +30% nature +20% darkness defense ------ Armor +15 Poison Resist +100% other ------- 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. |
Moon (10-13 power, 0 apr) Moon (10-13 power, 0 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Weapon Damage 10.0 - 13.0 Darkness Uses 20% Str, 20% Dex Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 70 Darkness damage. While equipped: other ------- 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. |
Nighthunger (38-50 power, 9 apr) Nighthunger (38-50 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Arcane/Master Weapon Damage 38.5 - 50.1 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +12 darkness +14 blight +21 cold On-crit, radius 2 +4 darkness +12 temporal On Hit: 20% Epidemic level 5 On Hit: * 22% chance to reduce damage dealt by 20% * 20% chance to reduce strength, dexterity, and constitution by 17 While equipped: offense ------ Damage +9% temporal Ignore resists +10% temporal +15% physical Accuracy +25 (+6 eff.) Ignore Armor +15 defense ------ Disease Resist +24% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Sharp, short and deadly. |
Poltergeist's Umbral Razor (25-32 power, 10 apr) Poltergeist's Umbral Razor (25-32 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Armor +2 Resistance +10% darkness +2% all Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 12 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 88.24 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Ravenserpent the dwarven-steel dagger (16-21 power, 7 apr) Ravenserpent the dwarven-steel dagger (16-21 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Random Unique] Arcane/Master Weapon Damage 16.5 - 21.4 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +4 arcane On-Hit, radius 1 +8 darkness On Hit: 20% Curse of Defenselessness level 3 On Hit: * 10% chance to reduce damage dealt by 20% * 25% chance for lightning to strike from the target to a second target dealing 53 damage While equipped: offense ------ Damage +12% arcane Ignore resists +10% all Accuracy +17 (+4 eff.) Ignore Armor +7 defense ------ Resistance +5% arcane +6% fire Sharp, short and deadly. |
Shantiz the Stormblade (15-20 power, 20 apr) Shantiz the Stormblade (15-20 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 15.0 - 19.5 Physical Uses 100% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Silent Blade (25-32 power, 10 apr) Silent Blade (25-32 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 35% Str, 65% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 100% On-hit +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: offense ------ Accuracy +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Spelldrinker (27-35 power, 8 apr) Spelldrinker (27-35 power, 8 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Weapon Damage 27.0 - 35.1 Physical Uses 35% Str, 20% Mag, 55% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 100% On Hit: 15% Disperse Magic level 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag defense ------ Resistance +12% arcane Spell save +12 (+3 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Star (10-13 power, 0 apr) Star (10-13 power, 0 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Weapon Damage 10.0 - 13.0 Light Uses 20% Str, 20% Dex Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 70 Light damage. While equipped: other ------- Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Swordbreaker (25-32 power, 20 apr) Swordbreaker (25-32 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+4 eff.) Physical save +15 (+3 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Umbral Razor (25-32 power, 10 apr) Umbral Razor (25-32 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 12 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 88.24 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Velemitha the Chargewisp (39-51 power, 9 apr) Velemitha the Chargewisp (39-51 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Arcane/Psionic Weapon Damage 39.0 - 50.7 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-Hit, radius 1 +12 acid On Hit: 20% Curse of Death level 5 On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * 25% chance for lightning to strike from the target to a second target dealing 53 damage While equipped: offense ------ Damage +9% lightning +9% mind On-Hit (Melee): * 20% chance to reduce armor by 27% defense ------ Resistance +3% acid +9% lightning Sharp, short and deadly. |
enhanced dwarven-steel dagger of shearing (19-25 power, 7 apr) enhanced dwarven-steel dagger of shearing (19-25 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego++] Nature/Master Weapon Damage 19.0 - 24.7 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con offense ------ Ignore resists +7% all Accuracy +13 (+3 eff.) Ignore Armor +10 Sharp, short and deadly. |
voratun dagger 'Islirath' (39-51 power, 9 apr) voratun dagger 'Islirath' (39-51 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Arcane/Nature Weapon Damage 39.0 - 50.7 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +17 cold On-crit, radius 2 +26 lightning +14 cold +54 fire While equipped: offense ------ Mind Crit +3% Global Speed +2% Move Speed +42% Ignore resists +12% lightning +16% cold +15% fire When Hit 6 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 24 defense ------ Mind save +6 (+2 eff.) other ------- EQ when Hit +0.08 Sharp, short and deadly. |
Bill's Tree Trunk (30-51 power, 7 apr) Bill's Tree Trunk (30-51 power, 7 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Unique] Master Weapon Damage 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +1.5% Attack Speed 100% While equipped: Shattering Blow: Effective talent level: 2.6 Power cost 12 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Hits the target with your weapon, doing 130% damage. If the attack hits, the target's armour and saves are reduced by 14 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 51% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Blighted Maul (96-144 power, 22 apr) Blighted Maul (96-144 power, 22 apr)12.0 Encumbrance T5 greatmaul 2H weapon [Unique] Arcane Weapon Damage 96.0 - 144.0 Physical Uses 140% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +22 Critical Rate +10.0% Attack Speed 83% Damage Conversion 20% blight On Hit: * 50% chance to reduce strength, dexterity, and constitution by 17 * Blasts creatures in a radius 1 shockwave around your target for 320.58 to 961.74 physical damage (based on Strength). While equipped: offense ------ Critical power +40.00% Damage +12% physical defense ------ Knockbk Resist +30% Knock away other creatures within radius 4), dealing 845.29 to 1690.58 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. |
Dream Malleus (56-84 power, 5 apr) Dream Malleus (56-84 power, 5 apr)5.0 Encumbrance T4 greatmaul 2H weapon [Unique] Nature/Master/Psionic Weapon Damage 56.0 - 84.0 Physical Uses 70% Wil, 70% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Attack Speed 100% Ignore Shields +30% On-hit +44 mind +7 nature On Hit: * 26% chance to reduce all saves and defense by 24 * 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 Cun +2 Wil offense ------ Mind Crit +5% Mindpower +15 (+6 eff.) Damage +10% mind +10% physical other ------- Psi/turn +0.10 Talents +3 Dream Smith's Hammer +3 Hammer Toss Cooldown Hammer Toss -2 A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
Spellcrusher (32-48 power, 4 apr) Spellcrusher (32-48 power, 4 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Unique] Nature/Disrupt Weapon Damage 32.0 - 48.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +4.0% Attack Speed 100% On-hit +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con offense ------ Damage +25% nature defense ------ Spell save +15 (+4 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
Unstoppable Mauler (48-72 power, 15 apr) Unstoppable Mauler (48-72 power, 15 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Unique] Master Weapon Damage 48.0 - 72.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +3.0% Attack Speed 100% On Hit: 15% Sunder Armour level 3 While equipped: offense ------ Accuracy +20 (+5 eff.) defense ------ Pinning Resist +100% Knockbk Resist +100% Fearless Cleave: Effective talent level: 3.9 Power cost 11 out of 18/18. Range melee/personal Cooldown: 0 Travel.spd instantaneous Description: Take a step toward your foes then use the momentum to cleave all creatures adjacent to you for 135% weapon damage. A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable. |
Voratun Hammer of the Deep Bellow (82-123 power, 7 apr) Voratun Hammer of the Deep Bellow (82-123 power, 7 apr)5.0 Encumbrance T5 greatmaul 2H weapon [Unique] Arcane/Master Weapon Damage 82.0 - 123.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On-hit +30 fire On Hit: 10% Flameshock level 3 While equipped: offense ------ Damage +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. |
Champion's Will (67-107 power, 22 apr) Champion's Will (67-107 power, 22 apr)3.0 Encumbrance T5 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 67.0 - 107.2 Physical Uses 20% Con, 115% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +22 Critical Rate +12.0% Attack Speed 100% On Hit: * releases a burst of light, dealing 33 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con other ------- 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. |
Chillslicer the dwarven-steel greatsword (36-58 power, 2 apr) Chillslicer the dwarven-steel greatsword (36-58 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Random Unique] Arcane/Master Weapon Damage 36.5 - 58.4 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +12 blight On-crit, radius 2 +4 blight On Hit: * 12% chance to reduce strength, dexterity, and constitution by 17 * 25% chance for lightning to strike from the target to a second target dealing 53 damage On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% When Hit 6 cold defense ------ Resistance +24% cold Massive two-handed swords. |
Colaryem (48-77 power, 12 apr) Colaryem (48-77 power, 12 apr)3.0 Encumbrance T3 greatsword 2H weapon [Unique] Arcane Weapon Damage 48.0 - 76.8 Physical Uses 130% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +11.0% Attack Speed 56% While equipped: Stats +7 Dex offense ------ Move Speed +10% Damage +7% lightning defense ------ Fatigue -12% Resistance +7% lightning other ------- Encumbrance +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
Ebonyslice (46-74 power, 2 apr) Ebonyslice (46-74 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Random Unique] Arcane/Master Weapon Damage 46.5 - 74.4 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-Hit, radius 1 +16 fire On Critical: * Wound the target dealing 310 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +10.0% Physical Power +12 (+2 eff.) On-Hit (Melee): * 20% chance to reduce damage dealt by 20% defense ------ Resistance +1% physical Cut Resist +20% Pinning Resist +20% Massive two-handed swords. |
Latafayn (68-109 power, 5 apr) Latafayn (68-109 power, 5 apr)3.0 Encumbrance T4 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 68.0 - 108.8 Physical Uses 125% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +10.0% Attack Speed 100% Lifesteal +8% Damage Conversion 50% fire burn While equipped: Stats +3 Cun +5 Str offense ------ Damage +10% darkness +15% fire defense ------ Resistance +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. |
Murkward the voratun greatsword (80-127 power, 4 apr) Murkward the voratun greatsword (80-127 power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon [Random Unique] Nature/Master Weapon Damage 79.5 - 127.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +51 acid +52 nature On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +17.0% Damage +6% darkness +3% mind Ignore resists +24% acid +33% nature Ignore Armor +14 When Hit 4 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 20% defense ------ Resistance +9% mind Massive two-handed swords. |
Warmaster Gnarg's Murderblade (60-96 power, 19 apr) Warmaster Gnarg's Murderblade (60-96 power, 19 apr)3.0 Encumbrance T4 greatsword 2H weapon [Unique] Master Weapon Damage 60.0 - 96.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +19 Critical Rate +10.0% Attack Speed 100% Damage Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con defense ------ Resist Against +20% Living other ------- Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed weapons +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
Frigidwrack the dragonbone longbow Frigidwrack the dragonbone longbow4.0 Encumbrance T5 longbow 2H weapon Reqs Shoot [Random Unique] Nature/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On-ranged-hit +12 cold On-crit, radius 2 +8 cold While equipped: Stats +8 Str +15 Wil +18 Con offense ------ Physical Power +20 (+4 eff.) Damage +21% cold Ignore resists +21% all Accuracy +26 (+6 eff.) Ignore Armor +15 defense ------ Resistance +9% cold Life +165.00 Longbows are used to shoot arrows at your foes. |
Merkul's Second Eye Merkul's Second Eye4.0 Encumbrance T3 longbow 2H weapon Reqs Shoot [Unique] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 Projectile Speed +400% On Hit: 100% Arcane Eye level 4 While equipped: offense ------ On-Ranged-Hit 25 arcane other ------- Light +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
Voraba Voraba4.0 Encumbrance T4 longbow 2H weapon Reqs Shoot [Random Unique] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On Hit: 10% Shoot level 1 While equipped: Stats +8 Dex offense ------ Physical Crit +14.0% Mind Crit +2% Damage +12% mind Accuracy +12 (+3 eff.) defense ------ Mind save +15 (+5 eff.) other ------- Max hate +4.00 Longbows are used to shoot arrows at your foes. |
Voruba the Shinebringer Voruba the Shinebringer4.0 Encumbrance T5 longbow 2H weapon Reqs Shoot [Random Unique] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On-ranged-hit +23 acid On-Hit, radius 1 +4 light On Hit: 10% Arcane Vortex level 5 While equipped: Stats +9 Mag offense ------ Physical Crit +5.0% Spellpower +23 (+11 eff.) Damage +32% acid +15% temporal +20% arcane Ignore resists +15% temporal Accuracy +21 (+5 eff.) When Hit 6 temporal Longbows are used to shoot arrows at your foes. |
yew longbow 'Ivawyn' yew longbow 'Ivawyn'4.0 Encumbrance T3 longbow 2H weapon Reqs Shoot [Random Unique] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 While equipped: Stats +3 Str +3 Dex offense ------ Physical Crit +3.0% Physical Power +14 (+3 eff.) Ignore resists +8% all Accuracy +23 (+5 eff.) Ignore Armor +9 On-Hit (Ranged): * 20% chance to reduce strength, dexterity, and constitution by 17 defense ------ Crit Resistance 10.00% Longbows are used to shoot arrows at your foes. |
Anmalice (47-66 power, 20 apr) Anmalice (47-66 power, 20 apr)3.0 Encumbrance T4 longsword 1H weapon [Unique] Psionic/Unknown Weapon Damage 47.0 - 65.8 Physical Uses 10% Wil, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +20 Critical Rate +7.0% Attack Speed 100% On Hit: * torments the target with many mental effects On Kill: * reduces mental save penalty While equipped: offense ------ Mindpower +9 (+4 eff.) Damage +8% mind defense ------ Mind save -30 (-14 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
Blood-Edge (46-64 power, 7 apr) Blood-Edge (46-64 power, 7 apr)3.0 Encumbrance T5 longsword 1H weapon Reqs Mag 20 [Unique] Arcane Weapon Damage 46.0 - 64.4 Physical Uses 10% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% Lifesteal +5% Damage Conversion 50% blight On Hit: * 15% chance to animate a bleeding foe's blood While equipped: offense ------ Spell Crit +8% Spellpower +21 (+10 eff.) Damage +15% blight +15% physical other ------- Max vim +25.00 Telepathy Undead/Blood Bleeding Edge: Effective talent level: 6.4 Power cost 12 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 179% weapon damage. If the attack hits, the target will bleed for 336% weapon damage over 7 turns, and all healing will be reduced by 75%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
Corpathus (40-56 power, 12 apr) Corpathus (40-56 power, 12 apr)3.0 Encumbrance T4 longsword 1H weapon [Unique] Master/Unknown Weapon Damage 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +14.0% Attack Speed 100% On-hit +18 draining blight On Critical: * grows in power On Kill: * grows dramatically in power While equipped: offense ------ Critical power +16.00% Damage +5% blight defense ------ Cut Resist -25% other ------- Max vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Dawn's Blade (50-70 power, 7 apr) Dawn's Blade (50-70 power, 7 apr)3.0 Encumbrance T5 longsword 1H weapon [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Weapon Damage 50.0 - 70.0 Light Uses 25% Mag, 80% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +5.0% Attack Speed 100% Damage Against +25% Undead +25% Demon While equipped: offense ------ Spell Crit +4% Spellpower +10 (+5 eff.) Damage +20% light Ignore resists +25% light other ------- Light +2 Cooldown Healing Light -3 Barrier -5 Providence -10 Bathe in Light -5 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Invoke dawn, inflicting 119.78 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 21 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
Everpyre Blade (38-53 power, 10 apr) Everpyre Blade (38-53 power, 10 apr)3.0 Encumbrance T4 longsword 1H weapon [Unique] Nature/Master Weapon Damage 38.0 - 53.2 Fire Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +10 Critical Rate +18.0% Attack Speed 100% On Hit: 15% Fire Breath level 4 While equipped: Stats +7 Str +7 Wil offense ------ Damage +20% fire Ignore resists +15% fire defense ------ Resistance +10% nature +15% fire 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. |
Gissra the Sparkpain (48-66 power, 6 apr) Gissra the Sparkpain (48-66 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon [Random Unique] Master Weapon Damage 47.5 - 66.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * 20% chance to reduce armor by 27% While equipped: Stats +7 Str offense ------ Damage +11% physical Accuracy +30 (+7 eff.) When Hit 4 lightning defense ------ Defense +13 (+4 eff.) Resistance +6% darkness +6% temporal Disarm Resist +36% Sharp, long, and deadly. |
Morrigor (50-70 power, 12 apr) Morrigor (50-70 power, 12 apr)3.0 Encumbrance T4 longsword 1H weapon Reqs Mag 40 [Unique] Arcane/Unknown Weapon Damage 50.0 - 70.0 Physical Uses 60% Mag, 60% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +7.0% Attack Speed 100% On Hit: * deal 9.50 arcane and 10.45 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: offense ------ Spell Crit +12% Spellpower +24 (+11 eff.) other ------- 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. |
Spellblade (50-70 power, 0 apr) Spellblade (50-70 power, 0 apr)3.0 Encumbrance T5 longsword 1H weapon Reqs Mag 28 [Unique] Arcane Weapon Damage 50.0 - 70.0 Physical Uses 20% Mag, 90% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Str +8 Mag offense ------ Spell Crit +9% Spellpower +25 (+11 eff.) Damage +30% lightning +30% fire +30% arcane other ------- Light +1 On Spell Hit: 12% Lightning level 5 On Spell Hit: 12% Flame level 5 On Spell Hit: 12% Manathrust level 5 Mages sometimes have funny ideas. Archmage Varil once learned how to handle a sword and found he preferred wielding it instead of his staff. |
Turyldir the voratun longsword (51-71 power, 6 apr) Turyldir the voratun longsword (51-71 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon [Random Unique] Master/Psionic Weapon Damage 51.0 - 71.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +8 acid +22 mind On Hit: * 25% chance to reduce all saves and defense by 24 * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +6 Cun +5 Wil offense ------ Damage +9% acid +12% temporal +9% arcane defense ------ Resistance +6% temporal Sharp, long, and deadly. |
Twilight's Edge (47-66 power, 7 apr) Twilight's Edge (47-66 power, 7 apr)3.0 Encumbrance T4 longsword 1H weapon [Unique] Arcane Weapon Damage 47.0 - 65.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +12.0% Attack Speed 100% On Critical: * release a burst of light and dark damage (scales with Magic) While equipped: Stats +4 Str +4 Mag +4 Cun offense ------ Spell Crit +4% Spellpower +12 (+6 eff.) Damage +18% darkness +18% light other ------- 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. |
Bleakgrit (44-62 power, 6 apr) Bleakgrit (44-62 power, 6 apr)3.0 Encumbrance T5 mace 1H weapon [Rare] Psionic Weapon Damage 44.5 - 62.3 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-hit +20 darkness Damage Against +20% Living While equipped: offense ------ Damage +21% mind +15% darkness When Hit 10 darkness On-Hit (Melee): * 23% chance to slow global speed by 51% defense ------ Defense +20 (+5 eff.) Resistance +6% physical Physical save +18 (+3 eff.) Life Regen +4.53 Knockbk Resist +23% Blunt and deadly. |
Islawen the voratun mace (44-62 power, 6 apr) Islawen the voratun mace (44-62 power, 6 apr)3.0 Encumbrance T5 mace 1H weapon [Random Unique] Arcane/Master Weapon Damage 44.5 - 62.3 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-hit +30 cold While equipped: offense ------ Physical Crit +25.0% Critical power +60.00% Damage +9% blight Ignore resists +15% blight +20% acid Ignore Armor +30 defense ------ Resistance +9% blight Blunt and deadly. |
Prismparry (43-60 power, 6 apr) Prismparry (43-60 power, 6 apr)3.0 Encumbrance T5 mace 1H weapon [Random Unique] Master Weapon Damage 43.0 - 60.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +8 Str +7 Dex offense ------ Combat Speed +10% Damage +27% light +15% physical Ignore resists +14% physical Accuracy +62 (+13 eff.) Ignore Armor +12 defense ------ Resistance +6% light Blunt and deadly. |
Abyssradiance the vined mindstar (5-6 power, 18 apr, nature damage) Abyssradiance the vined mindstar (5-6 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Random Unique] Nature/Disrupt Weapon Damage 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On-hit +12 fire On Hit: * 10 arcane resource burn While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) On-Hit 7 cold Damage +2% nature +6% cold Ignore resists +7% cold defense ------ Armor +7 Resistance +3% lightning +3% light +4% blight +5% cold +3% arcane +6% fire Disease Resist +10% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Amethyst of Sanctuary (15-16 power, 26 apr, mind damage) Amethyst of Sanctuary (15-16 power, 26 apr, mind damage)3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 15.0 - 16.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +26 Critical Rate +6.0% Attack Speed 100% While equipped: Stats +8 Wil offense ------ Mind Crit +7% Mindpower +14 (+5 eff.) defense ------ Resistance +15% mind Mind save +25 (+8 eff.) other ------- 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. |
Arcburst (16-18 power, 40 apr, mind damage) Arcburst (16-18 power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Random Unique] Nature/Disrupt Weapon Damage 16.0 - 17.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +16.0% Attack Speed 100% On-crit, radius 2 +4 lightning On Hit: * 16% chance to slow global speed by 51% * 16% chance to reduce armor by 27% On Critical: * Deals 64 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) While equipped: offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) Damage +21% lightning +6% mind Ignore resists +5% lightning defense ------ Resistance +3% mind Physical save +7 (+1 eff.) Spell save +10 (+3 eff.) Mind save +9 (+3 eff.) other ------- EQ when Hit +1.80 Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 turn cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Bloomsoul (8-9 power, 13 apr, nature damage) Bloomsoul (8-9 power, 13 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Weapon Damage 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +13 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) defense ------ Life Regen +2.00 Healmod +20% other ------- Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Effective talent level: 1.0 Power cost 24 out of 40/40. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 24 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Bregechak (16-18 power, 44 apr, nature damage) Bregechak (16-18 power, 44 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Random Unique] Nature/Psionic Weapon Damage 16.5 - 18.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +44 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +12 mind While equipped: offense ------ Mind Crit +8% Mindpower +12 (+5 eff.) Damage +11% lightning +15% fire +10% mind +21% cold Ignore Armor +3 When Hit 8 mind defense ------ Life +34.00 Life Regen +1.10 other ------- Psi-on-crit +2.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.20 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Charged Focus (10-11 power, 24 apr, lightning damage) Charged Focus (10-11 power, 24 apr, lightning damage)3.0 Encumbrance T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Weapon Damage 10.0 - 11.0 Lightning Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +6% Mindpower +12 (+5 eff.) Damage +15% lightning Ignore resists +9% lightning defense ------ Resistance +15% lightning Mind save +9 (+3 eff.) other ------- Max psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
Core of the Forge (24-26 power, 40 apr, dreamforge damage) Core of the Forge (24-26 power, 40 apr, dreamforge damage)3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 40 [Unique] Nature/Psionic Weapon Damage 24.0 - 26.4 Dreamforge Uses 60% Wil, 20% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Cun +6 Wil offense ------ Mind Crit +8% Physical Power +10 (+2 eff.) Mindpower +16 (+6 eff.) On-Hit 30 dreamforge Damage +10% physical +10% mind +10% fire Ignore resists +10% mind +10% physical Accuracy +10 (+2 eff.) defense ------ Resistance +5% physical +5% mind +15% fire other ------- Masteries +0.20 Psionic/Dream Forge +0.20 Psionic/Dream Smith Forge Bellows: Effective talent level: 3.0 Power cost 15 out of 30/30. Range melee/personal Cooldown: 24 Travel.spd instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 19.61 mind damage, 19.61 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 1.54 mind and 1.54 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
Dimterror the vined mindstar (6-6 power, 18 apr, nature damage) Dimterror the vined mindstar (6-6 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On-hit +16 darkness On-Hit, radius 1 +16 darkness While equipped: Stats +4 Cun offense ------ Mind Crit +2% Critical power +10.00% Mindpower +4 (+2 eff.) Ignore resists +20% blight When Hit 6 light other ------- Light +2 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Eilinayarin (17-19 power, 40 apr, mind damage) Eilinayarin (17-19 power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Random Unique] Nature/Psionic Weapon Damage 17.0 - 18.7 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +7 Cun +1 Wil offense ------ Mind Crit +5% Critical power +40.00% Mindpower +10 (+4 eff.) On-Hit 16 physical Damage +6% blight +12% physical Ignore resists +10% blight +17% physical +10% mind defense ------ Resistance +13% physical Mind save +16 (+5 eff.) other ------- Vim-on-crit +1.00 Hate-on-crit +4.00 Max psi +50.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Eyal's Will (22-24 power, 40 apr, nature damage) Eyal's Will (22-24 power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Unique] Nature/Disrupt Weapon Damage 22.0 - 24.2 Nature Uses 60% Wil, 20% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +10 Wil offense ------ Mind Crit +9% Mindpower +18 (+7 eff.) Damage +20% nature +10% acid Ignore resists +20% nature +10% acid defense ------ Resistance +25% blight +15% nature other ------- Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Slime Wave: Effective talent level: 3.0 Power cost 18 out of 30/30. Range melee/personal Cooldown: 10 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 32.83 slime damage for 11 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. |
Eye of Winter (8-9 power, 18 apr, cold damage) Eye of Winter (8-9 power, 18 apr, cold damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Weapon Damage 8.0 - 8.8 Cold Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) Damage +10% cold Ignore resists +10% cold defense ------ Armor +10 Resistance -10% fire On Mind Hit: 10% Winter's Fury level 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
Eye of the Wyrm (16-18 power, 24 apr, physical damage) Eye of the Wyrm (16-18 power, 24 apr, physical damage)3.0 Encumbrance T4 mindstar 1H weapon Reqs Wil 45 [Unique] Nature Weapon Damage 16.0 - 17.6 Physical Uses 50% Wil, 20% Str, 10% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +2.5% Attack Speed 100% Damage Conversion 20% acid 20% physical 20% fire 20% cold 20% lightning While equipped: offense ------ Physical Crit +5.0% Mind Crit +5% Physical Power +10 (+2 eff.) Mindpower +10 (+4 eff.) Damage +12% lightning +12% physical +12% cold +12% fire +12% acid defense ------ Resistance +10% acid +10% physical +10% cold +10% fire +10% lightning other ------- Masteries +0.30 Wild-gift/Venom drake aspect +0.30 Wild-gift/Cold drake aspect +0.30 Wild-gift/Fire drake aspect +0.30 Wild-gift/Storm drake aspect +0.30 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Ice Breath: Effective talent level: 4.0 Power cost 18 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a nature gift and a mind power Description: You breathe ice in a frontal cone of radius 8. Any target caught in the area will take 373.29 cold damage and be frozen for 3 turns. The damage will increase with your Strength, the critical chance is based on your Mental crit rate, and the Freeze apply power is based on your Mindpower. Each point in cold drake talents also increases your cold resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
Kinetic Focus (6-7 power, 18 apr, physical damage) Kinetic Focus (6-7 power, 18 apr, physical damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Weapon Damage 6.0 - 6.6 Physical Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) Damage +10% physical Ignore resists +6% physical defense ------ Resistance +10% physical Physical save +6 (+1 eff.) other ------- Psi-on-crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
Nexus of the Way (22-24 power, 40 apr, mind damage) Nexus of the Way (22-24 power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Unique] Nature/Psionic Weapon Damage 22.0 - 24.2 Mind Uses 60% Wil, 20% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Cun +6 Wil offense ------ Mind Crit +9% Mindpower +18 (+7 eff.) Damage +20% mind Ignore resists +20% mind defense ------ Resistance +20% mind Confus Resist +30% Wayist: (Instant) Effective talent level: 1.0 Power cost 36 out of 60/60. Range 4 Cooldown: 46 Travel.spd instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 38 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Oozing Heart (17-19 power, 25 apr, nature slow damage) Oozing Heart (17-19 power, 25 apr, nature slow damage)3.0 Encumbrance T4 mindstar 1H weapon Reqs Wil 36 [Unique] Nature/Disrupt Weapon Damage 17.0 - 18.7 Nature slow Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +25 Critical Rate +7.0% Attack Speed 100% While equipped: Stats +2 Cun +6 Wil offense ------ Mind Crit +8% Mindpower +12 (+5 eff.) Damage +18% nature +15% acid defense ------ Resistance +12% arcane +12% blight Spell save +15 (+4 eff.) other ------- Masteries +0.10 Wild-gift/Slime +0.10 Wild-gift/Ooze Ooze Spit: Effective talent level: 2.0 Power cost 12 out of 20/20. Range 10 Cooldown: 30 Travel.spd 800% of base Description: Spit slime at your target doing 105.21 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. |
Runuran the pulsing mindstar (13-14 power, 32 apr, nature damage) Runuran the pulsing mindstar (13-14 power, 32 apr, nature damage)3.0 Encumbrance T4 mindstar 1H weapon Reqs Wil 35 [Random Unique] Nature/Psionic Weapon Damage 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +4 Cun +2 Wil offense ------ Mind Crit +4% Mindpower +13 (+5 eff.) Damage +5% nature +3% physical Ignore resists +6% physical +7% nature +10% mind defense ------ Resistance +9% light +4% physical +5% nature +5% arcane Mind save +5 (+2 eff.) other ------- Max psi +17.00 Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Serpent's Glare (7-8 power, 15 apr, nature damage) Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Spit Poison: Effective talent level: 2.0 Power cost 5 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 343.98 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Thermal Focus (14-15 power, 32 apr, fire damage) Thermal Focus (14-15 power, 32 apr, fire damage)3.0 Encumbrance T4 mindstar 1H weapon Reqs Wil 35 [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Weapon Damage 14.0 - 15.4 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +5.0% Attack Speed 100% Damage Conversion 50% cold While equipped: offense ------ Mind Crit +8% Mindpower +16 (+6 eff.) Damage +20% fire +20% cold Ignore resists +12% fire +12% cold defense ------ Resistance +20% fire +20% cold Spell save +12 (+3 eff.) other ------- Psi/turn +1.00 Talents +1 Psionic Maelstrom Masteries +0.20 Psionic/Thermal mastery Thermal energies are focussed in the core of this mindstar. |
living mindstar 'Aridan' (16-18 power, 40 apr, nature damage) living mindstar 'Aridan' (16-18 power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Random Unique] Nature Weapon Damage 16.0 - 17.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +8 temporal On-crit, radius 2 +16 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) Damage +15% nature Ignore resists +7% nature +10% temporal defense ------ Resistance +8% blight +6% temporal +4% nature Life +30.00 Life Regen +1.50 Disease Resist +22% other ------- Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Burek the drakeskin leather sling Burek the drakeskin leather sling4.0 Encumbrance T5 sling 1H weapon Reqs Shoot [Random Unique] Nature/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On-ranged-hit +16 temporal While equipped: Stats +10 Str +5 Dex +7 Mag +7 Wil +7 Cun +4 Con offense ------ Physical Power +9 (+2 eff.) Damage +9% blight +3% temporal Ignore resists +10% temporal +7% physical When Hit 4 blight defense ------ Resistance +3% temporal Slings are used to hurl stones or metal shots at your foes. |
Elalraba the Demonking Elalraba the Demonking4.0 Encumbrance T5 sling 1H weapon Reqs Shoot [Random Unique] Nature/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On Hit: * 20% chance to reduce damage dealt by 20% While equipped: Stats +19 Str +11 Dex +13 Mag +24 Wil +8 Cun +21 Con offense ------ Physical Power +15 (+3 eff.) Damage +6% darkness +3% cold Accuracy +15 (+3 eff.) defense ------ Life +37.00 other ------- Stamina/turn +1.00 Max stamina +30.00 Slings are used to hurl stones or metal shots at your foes. |
Nithan's Force Nithan's Force4.0 Encumbrance T5 sling 1H weapon Reqs Shoot [Unique] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 111% Range +10 While equipped: Stats +10 Str +5 Con offense ------ Damage +35% physical Ignore resists +15% physical defense ------ Resistance +10% physical Pinning Resist +30% Knockbk Resist +30% Bull Shot: Effective talent level: 5.2 Power cost 10 out of 16/16. Range melee/personal Cooldown: 8 Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 222% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
drakeskin leather sling 'Blindwilter' drakeskin leather sling 'Blindwilter'4.0 Encumbrance T5 sling 1H weapon Reqs Shoot [Random Unique] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 Projectile Speed +200% On-crit, radius 2 +16 darkness While equipped: Stats +7 Cun +6 Dex offense ------ Physical Crit +14.0% Combat Speed +10% Accuracy +12 (+3 eff.) On-Hit (Ranged): * 20% chance to reduce damage dealt by 20% defense ------ Resistance +3% nature +5% arcane +9% light Slings are used to hurl stones or metal shots at your foes. |
Anemarek the dragonbone starstaff (30-36 power, 6 apr, fire element) Anemarek the dragonbone starstaff (30-36 power, 6 apr, fire element)5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Random Unique] Nature/Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Cun +12 Con offense ------ Spell Crit +17% Critical power +18.00% Spellpower +32 (+14 eff.) Damage +6% mind +30% fire On-Hit (Melee): * 20% chance to slow global speed by 51% defense ------ Resistance +6% temporal +6% cold Life Regen +3.70 Healmod +44% other ------- EQ when Hit +0.12 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Bolbum's Big Knocker (64-77 power, 10 apr, physical element) Bolbum's Big Knocker (64-77 power, 10 apr, physical element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 38 [Unique] Arcane Weapon Damage 64.0 - 76.8 Physical Uses 140% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +10 Attack Speed 100% On-hit +10% confusion While equipped: offense ------ Spell Crit +18% Spellpower +12 (+6 eff.) Damage +20% physical Accuracy +7 (+1 eff.) other ------- Masteries +0.20 Spell/Staff combat Channel Staff: Effective talent level: 2.0 Power cost 6 out of 20/20. Range 8 Travel.spd 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
Chargepyre (30-36 power, 6 apr, blight element) Chargepyre (30-36 power, 6 apr, blight element)5.0 Encumbrance T5 staff 1H weapon Reqs Mag 48 [Random Unique] Nature/Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +6 Con offense ------ Physical Crit +10.0% Spell Crit +9% Physical Power +15 (+3 eff.) Spellpower +34 (+14 eff.) Damage +30% blight +15% nature +9% lightning Ignore resists +5% lightning Accuracy +14 (+3 eff.) defense ------ Defense +12 (+3 eff.) Life Regen +1.30 Healmod +20% other ------- Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 4 turn cooldown Effective talent level: 2.0 Power cost 4 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 81.16 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Deliyon the dragonbone vilestaff (30-36 power, 6 apr, fire element) Deliyon the dragonbone vilestaff (30-36 power, 6 apr, fire element)5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane/Nature Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +10 Mag +7 Cun +7 Con offense ------ Spell Crit +5% Critical power +35.00% Spellpower +26 (+12 eff.) Damage +30% blight +30% fire +30% darkness +30% acid Ignore Shields +30% defense ------ Defense +15 (+4 eff.) Resistance +6% lightning other ------- Negative/turn +0.20 Vim-on-crit +6.00 Max vim +39.00 Max positive +15.00 Max negative +63.00 Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 4 turn cooldown Effective talent level: 2.0 Power cost 4 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 81.16 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Durydemnir (38-46 power, 6 apr, physical element) Durydemnir (38-46 power, 6 apr, physical element)5.0 Encumbrance T5 staff 1H weapon Reqs Mag 48 [Random Unique] Arcane/Master Weapon Damage 38.0 - 45.6 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +2 Wil offense ------ Spell Crit +5% Critical power +40.00% Spellpower +25 (+11 eff.) Mindpower +25 (+9 eff.) On-Hit 28 fire Damage +38% physical Ignore resists +25% mind defense ------ Mind save +15 (+5 eff.) other ------- See Invisibility +11 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Emelyra the Ebonyjam (30-36 power, 6 apr, temporal element) Emelyra the Ebonyjam (30-36 power, 6 apr, temporal element)5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Random Unique] Nature Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +13 Con offense ------ Spell Crit +5% Spellpower +35 (+15 eff.) Damage +21% darkness +30% temporal Ignore resists +15% cold defense ------ Defense +12 (+3 eff.) Resistance +6% arcane +12% fire Life Regen +3.70 Healmod +60% other ------- Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 4 turn cooldown Effective talent level: 2.0 Power cost 4 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 81.16 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Gravitational Staff (30-36 power, 8 apr, physical element) Gravitational Staff (30-36 power, 8 apr, physical element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 35 [Unique] Arcane Weapon Damage 30.0 - 36.0 Gravity pin Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +8 Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +25 (+11 eff.) Damage +20% physical +10% temporal defense ------ Resistance +15% physical other ------- Masteries +0.10 Chronomancy/Gravity +0.10 Chronomancy/Matter +0.10 Spell/Earth Gravity Spike: Effective talent level: 3.0 Power cost 9 out of 14/14. Range 6 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 95.84 physical (gravity) damage. Each target moved beyond the first increases the damage by 11.98 (up to a maximum of 47.92 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
Hazetooth (15-18 power, 3 apr, blight element) Hazetooth (15-18 power, 3 apr, blight element)5.0 Encumbrance T2 staff 1H weapon [Random Unique] Nature/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +10 Con offense ------ Spell Crit +2% Spellpower +16 (+8 eff.) Damage +15% blight Ignore resists +20% cold defense ------ Armor +2 Resistance +9% blight +18% cold Physical save +3 (+0 eff.) Life Regen +6.58 Healmod +36% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Kor's Fall (10-12 power, 0 apr, darkness element) Kor's Fall (10-12 power, 0 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon Reqs Mag 25 [Unique] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +7 (+4 eff.) Damage +10% acid +10% fire +10% darkness +10% blight other ------- See Invisibility +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Effective talent level: 3.0 Power cost 4 out of 6/6. Range 10 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Conjures up a spear of bones, doing 138.60 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (277). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Lisydabrenor the elven-wood magestaff (25-30 power, 5 apr, cold element) Lisydabrenor the elven-wood magestaff (25-30 power, 5 apr, cold element)5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Random Unique] Nature/Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +7 Con offense ------ Spell Crit +29% Critical power +33.00% Spellpower +19 (+9 eff.) Damage +25% cold On-Hit (Melee): * 10% chance to slow global speed by 51% defense ------ Resistance +9% blight +3% temporal +3% darkness +6% nature Life Regen +1.70 Healmod +26% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Poltergeist's Penitence (15-18 power, 4 apr, cold element) Poltergeist's Penitence (15-18 power, 4 apr, cold element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 24 [Unique] Arcane/Nature Weapon Damage 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Physical Crit +2.0% Spell Crit +12% Mind Crit +2% Spellpower +15 (+8 eff.) Damage +4% all defense ------ Resistance +30% blight +30% cold Affinity +20% cold Spell save +15 (+4 eff.) other ------- Talents +1 Command Staff Cure up to 3 diseases or poisons (based on Magic). Uses 6 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
Rod of Sarrilon (30-36 power, 4 apr, temporal element) Rod of Sarrilon (30-36 power, 4 apr, temporal element)5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Unique] Unknown Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: Stats +7 Wil +8 Mag offense ------ Spell Crit +15% Spellpower +40 (+16 eff.) Damage +40% temporal Ignore resists +30% temporal defense ------ Anomaly Control +25 Teleport Resist +100% other ------- Cooldown Attenuate -1 Stop -2 Time Shield -3 Temporal 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. |
Sceptre of the Archlich (40-48 power, 12 apr, darkness element) Sceptre of the Archlich (40-48 power, 12 apr, darkness element)5.0 Encumbrance T5 staff 2H weapon Reqs Mag 50 [Unique] Arcane It desires to be surrounded by undeath. Weapon Damage 40.0 - 48.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +12 Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +40 (+16 eff.) Damage +35% darkness other ------- Masteries +0.20 Spell/Animus +0.20 Spell/Master of flesh +0.20 Spell/Master necromancer +0.20 Spell/Master of bones This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
Scorpionsquall (30-36 power, 6 apr, arcane element) Scorpionsquall (30-36 power, 6 apr, arcane element)5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +6 Mag +4 Wil +4 Con offense ------ Spell Crit +8% Physical Power +10 (+2 eff.) Spellpower +42 (+17 eff.) Damage +30% arcane +15% nature Ignore resists +15% physical defense ------ Physical save +15 (+3 eff.) Spell save +14 (+4 eff.) Mind save +13 (+4 eff.) other ------- Mana/turn +0.33 Max mana +106.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 18 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
Wretchserpent the dragonbone starstaff (30-36 power, 6 apr, fire element) Wretchserpent the dragonbone starstaff (30-36 power, 6 apr, fire element)5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane/Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +29% Critical power +30.00% Spellpower +23 (+11 eff.) Damage +6% physical +21% nature +30% fire Ignore resists +10% nature defense ------ Armor +6 other ------- Vim-on-crit +3.00 Max vim +37.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Trident of the Tides (80-112 power, 20 apr) Trident of the Tides (80-112 power, 20 apr)3.0 Encumbrance T4 trident 2H weapon [Unique] Nature Weapon Damage 80.0 - 112.0 Physical Uses 140% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 100% On-hit +20 nature +15 cold On Hit: 40% Water Bolt level 3 While equipped: offense ------ Damage +20% cold Accuracy +10 (+2 eff.) defense ------ Resistance +25% cold Spell save +18 (+5 eff.) other ------- See Invisibility +2 On Spell Hit: 20% Water Bolt level 3 Freeze: Effective talent level: 3.0 Power cost 36 out of 150/150. Range 10 Cooldown: 8 Travel.spd instantaneous Is: a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 135.55. 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. |
blazebringer's orichalcum trident (52-83 power, 16 apr) blazebringer's orichalcum trident (52-83 power, 16 apr)3.0 Encumbrance T5 trident 2H weapon [Ego+] Nature Weapon Damage 52.0 - 83.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +16 Critical Rate +4.0% Attack Speed 100% On-crit, radius 2 +63 fire While equipped: offense ------ Global Speed +11% Ignore resists +17% fire A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Blizzardhunt the stralite waraxe (33-46 power, 5 apr) Blizzardhunt the stralite waraxe (33-46 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Random Unique] Nature/Master/Psionic Weapon Damage 33.0 - 46.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-hit +12 darkness Damage Against +13% Living On-Hit, radius 1 +8 cold On-crit, radius 2 +29 fire While equipped: offense ------ Global Speed +4% Ignore resists +13% physical +12% fire Accuracy +13 (+3 eff.) Ignore Armor +8 defense ------ Defense +10 (+3 eff.) Life +60.00 Cut Resist +10% Stun Resist +20% One-handed war axes. |
Razorblade, the Cursed Waraxe (38-53 power, 16 apr) Razorblade, the Cursed Waraxe (38-53 power, 16 apr)3.0 Encumbrance T5 waraxe 1H weapon [Unique] Psionic Weapon Damage 38.0 - 53.2 Phys.bleed Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +16 Critical Rate +7.0% Attack Speed 100% While equipped: Stats +4 Str +4 Dex offense ------ Ignore resists +30% physical Accuracy +40 (+9 eff.) Ignore Armor +30 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
dwarven-steel waraxe 'Betuda' (28-38 power, 4 apr) dwarven-steel waraxe 'Betuda' (28-38 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Random Unique] Master/Psionic Weapon Damage 27.5 - 38.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On Hit: * 20% chance to reduce all saves and defense by 24 * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +8.0% defense ------ Resistance +12% acid +3% temporal +5% arcane One-handed war axes. |
voratun waraxe 'Beulin' (40-57 power, 7 apr) voratun waraxe 'Beulin' (40-57 power, 7 apr)3.0 Encumbrance T5 waraxe 1H weapon [Random Unique] Arcane/Master Weapon Damage 40.5 - 56.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +7.0% Attack Speed 100% On-hit +17 cold On Hit: * Create an explosion dealing 53 lightning damage (1/turn) While equipped: Stats +3 Con offense ------ Physical Crit +10.0% Critical power +28.00% Damage +12% lightning Ignore resists +26% lightning Ignore Armor +15 defense ------ Physical save +6 (+1 eff.) other ------- Stamina/turn +3.00 Hate-on-crit +1.00 Max stamina +30.30 One-handed war axes. |
voratun waraxe 'Durugorn' (40-57 power, 6 apr) voratun waraxe 'Durugorn' (40-57 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Rare] Master Weapon Damage 40.5 - 56.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +10.0% Attack Speed 100% On Critical: * Wound the target dealing 310 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +10.0% Physical Power +8 (+2 eff.) Accuracy +15 (+3 eff.) When Hit 2 acid defense ------ Armor +6 Physical save +6 (+1 eff.) Unlife -60.00 life One-handed war axes. |
voratun waraxe 'Jetcrack' (50-69 power, 6 apr) voratun waraxe 'Jetcrack' (50-69 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Random Unique] Arcane/Master/Psionic Weapon Damage 49.5 - 69.3 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +16 mind On-Hit, radius 1 +12 darkness On Hit: * 10% chance to reduce damage dealt by 20% * 33% chance to reduce all saves and defense by 24 On Critical: * Splash the target with acid dealing 88 damage over 5 turns and reducing armor and accuracy by 11 While equipped: Stats +5 Mag +3 Wil +4 Cun offense ------ Critical power +5.00% Damage +9% arcane +6% darkness One-handed war axes. |
Hydra's Bite (56-62 power, 7 apr) Hydra's Bite (56-62 power, 7 apr)3.0 Encumbrance T4 whip 2H weapon [Unique] Nature/Master Weapon Damage 56.0 - 61.6 Physical Uses 40% Dex, 90% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +14.0% Attack Speed 125% On Hit: 10% Lightning Breath level 3 On Hit: 10% Poison Breath level 3 On Hit: 10% Acid Breath level 3 On Hit: * hit up to two adjacent enemies While equipped: offense ------ Damage +12% acid +12% nature +12% lightning This three-headed stralite flail strikes with the power of a hydra. With each attack it lashes out, hitting everyone around you. |
Scorpion's Tail (28-31 power, 8 apr) Scorpion's Tail (28-31 power, 8 apr)3.0 Encumbrance T3 whip 1H weapon [Unique] Nature Weapon Damage 28.0 - 30.8 Physical Uses 100% Dex Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 125% On-hit +22 poison +22 bleed On Hit: 30% Disarm level 3 While equipped: offense ------ Accuracy +10 (+2 eff.) other ------- See Stealth +9 See Invisibility +9 A long whip of linked metal joints finished with a viciously sharp barb leaking terrible venom. |
Stormlash (17-19 power, 7 apr) Stormlash (17-19 power, 7 apr)3.0 Encumbrance T1 whip 1H weapon [Unique] Arcane Weapon Damage 17.0 - 18.7 Physical Uses 100% Dex Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +5.0% Attack Speed 125% Damage Conversion 50% dazing lightning On Critical: * Focus the lightning forces on an enemy While equipped: offense ------ Damage +10% lightning Accuracy +7 (+1 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 18.72 to 56.17 lightning damage (based on Magic and Dexterity). Uses 6 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Whip of Urh'Rok (55-61 power, 0 apr) Whip of Urh'Rok (55-61 power, 0 apr)3.0 Encumbrance T5 whip 1H weapon [Unique] Arcane Weapon Damage 55.0 - 60.5 Devouring flames Uses 100% Dex Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Critical Rate +9.0% Attack Speed 125% On Hit: 20% Bone Nova level 4 On Hit: 15% Blood Boil level 3 While equipped: offense ------ Spellpower +15 (+8 eff.) Damage +20% blight +20% fire other ------- See Invisibility +2 Telepathy Demon/Minor Demon/Major While carried: offense ------ Damage +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
Cuthehir the Brightvengeance Cuthehir the Brightvengeance1.0 Encumbrance T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +2 Mag offense ------ Physical Crit +5.0% Critical power +15.00% Physical Power +4 (+1 eff.) defense ------ Defense +15 (+4 eff.) Resistance +12% light Anomaly Control +16 Stealth +9 Life +89.00 other ------- Max mana +52.00 Max stamina +39.00 Max hate +16.00 Max psi +30.00 Max vim +56.00 Max positive +29.00 Max negative +32.00 A belt that goes around your waist. |
Mighty Girdle Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Saloriabeth Saloriabeth1.0 Encumbrance T3 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +10 Dex +8 Mag +8 Wil +5 Cun +8 Lck offense ------ Spell Crit +5% Mindpower +8 (+3 eff.) defense ------ Defense +10 (+3 eff.) Resistance +2% physical +3% nature +6% temporal Physical save +11 (+2 eff.) Stealth +11 Blind Resist +20% Silence Resist +20% other ------- Disarm Traps +20 Infravision +5 A belt that goes around your waist. |
drakeskin leather belt 'Erelerezor' drakeskin leather belt 'Erelerezor'1.0 Encumbrance T5 belt armor [Random Unique] Nature/Disrupt/Master While equipped: Stats +2 Str +5 Dex +5 Cun +6 Con offense ------ Physical Crit +11.0% Mind Crit +10% Mindpower +7 (+3 eff.) Accuracy +5 (+1 eff.) Ignore Armor +1 defense ------ Resistance +11% acid +3% physical +8% blight Mind save +8 (+3 eff.) Unlife -20.00 life A belt that goes around your waist. |
Eilinira the cashmere cloak (2 def, 8 armour) Eilinira the cashmere cloak (2 def, 8 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +7 Str +8 Mag offense ------ Mind Crit +2% Critical power +10.00% When Hit 4 mind defense ------ Armor +8 Defense +2 (+1 eff.) Resistance +17% cold other ------- Psi when Hit +0.16 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ethereal Embrace (10 def, 0 armour) Ethereal Embrace (10 def, 0 armour)2.0 Encumbrance T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag offense ------ Spell Crit +6% Spellpower/crit +5 Damage +15% arcane +15% darkness defense ------ Defense +10 (+3 eff.) Resistance +12% arcane +12% darkness Shield Duration +1 Shield Power +15% other ------- Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Effective talent level: 2.0 Power cost 17 out of 28/28. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a spell and 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 59.94 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. |
Nightstone the linen cloak (1 def, 6 armour) Nightstone the linen cloak (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +3 Mag offense ------ Damage +3% mind On-Hit (Melee): * 10% chance to reduce damage dealt by 20% defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Radiance (15 def, 0 armour) Radiance (15 def, 0 armour)2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats +10 Cun +10 Mag offense ------ Spellpower +20 (+10 eff.) Damage +25% light When Hit 30 blinding light defense ------ Defense +15 (+4 eff.) Resistance +30% light +30% darkness Max Resistance +10% light Category Bonus +0.20 Celestial This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
Threads of Fate (10 def, 0 armour) Threads of Fate (10 def, 0 armour)2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck offense ------ Spellpower +8 (+4 eff.) Damage +10% temporal defense ------ Defense +10 (+3 eff.) Resistance +20% temporal Max Resistance +10% temporal Physical save +20 (+4 eff.) Spell save +20 (+5 eff.) Mind save +20 (+7 eff.) Confus Resist +40% other ------- Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination See the Threads: Effective talent level: 1.0 Power cost 30 out of 50/50. Range melee/personal Cooldown: 50 Travel.spd instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
cashmere cloak 'Duvuzilarach' (12 def, 8 armour) cashmere cloak 'Duvuzilarach' (12 def, 8 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +5 Str offense ------ Physical Power +20 (+4 eff.) defense ------ Armor +8 Defense +12 (+3 eff.) Resistance +6% fire +16% cold other ------- Max stamina +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Ce'Narathra' (3 def, 0 armour) elven-silk cloak 'Ce'Narathra' (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Psionic While equipped: Stats +5 Cun +4 Wil offense ------ Mind Crit +6% defense ------ Defense +3 (+1 eff.) Resistance +16% acid +10% cold +5% arcane +3% blight +8% fire +9% mind +8% lightning Physical save +12 (+2 eff.) Spell save +3 (+1 eff.) Mind save +12 (+4 eff.) Unlife -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak of sorcery (2 def, 0 armour) murderer's cashmere cloak of sorcery (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Dex +2 Mag +3 Wil +2 Cun offense ------ Spell Crit +5% Accuracy +5 (+1 eff.) Ignore Armor +6 defense ------ Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient elven-silk cloak of battle (3 def, 0 armour) resilient elven-silk cloak of battle (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Ego] Nature/Master While equipped: offense ------ Physical Crit +4.0% Physical Power +3 (+1 eff.) defense ------ Defense +3 (+1 eff.) Fatigue -5% Life +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Black Robe (6 def, 0 armour) Black Robe (6 def, 0 armour)2.0 Encumbrance T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun offense ------ Physical Power +10 (+2 eff.) Spellpower +30 (+13 eff.) defense ------ Defense +6 (+2 eff.) Resistance +15% all Spell save +25 (+6 eff.) Blind Resist +50% other ------- See Invisibility +10 On Spell Hit: 5% Blood Grasp level 3 On Spell Hit: 5% Soul Rot level 3 A silk robe, darker than the darkest night sky, it radiates power. |
Brenalathandil the Chillradiance (0 def, 0 armour) Brenalathandil the Chillradiance (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +4 Mag +3 Wil +6 Cun offense ------ Critical power +14.00% Spellpower +8 (+4 eff.) Spellpower/crit +4 Damage +14% light Ignore resists +5% arcane +15% cold When Hit 10 cold defense ------ Resistance +6% blight +5% arcane +21% light +13% all Silence Resist +30% other ------- Hate-on-crit +3.00 Psi-on-crit +4.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Charpierce the elven-silk robe (5 def, 5 armour) Charpierce the elven-silk robe (5 def, 5 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Nature/Master/Psionic While equipped: Stats +8 Str +7 Mag +8 Wil offense ------ Damage +30% lightning +25% physical +3% blight +30% cold +6% arcane +24% fire Ignore resists +5% blight +10% fire +5% arcane defense ------ Armor +5 Defense +5 (+2 eff.) Resistance +15% lightning +20% darkness +6% blight +15% cold +20% mind +15% all Physical save +47 (+9 eff.) Spell save +16 (+4 eff.) Mind save +37 (+12 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Crimson Robe (12 def, 0 armour) Crimson Robe (12 def, 0 armour)2.0 Encumbrance T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil offense ------ Mind Crit +9% Mindpower +20 (+7 eff.) On-Hit 35 mind 10% gloom effects Ignore resists +20% all When Hit 35 mind 10% gloom effects defense ------ Defense +12 (+3 eff.) Resistance +15% all other ------- Psi/turn +0.20 Hate-on-crit +4.00 Psi-on-crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Slaughter +0.10 Psionic/Solipsism +0.20 Cursed/Punishments On Mind Hit: 8% Agony level 2 On Mind Hit: 8% Hateful Whisper level 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. |
Evermoss Robe (12 def, 0 armour) Evermoss Robe (12 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Mind Crit +5% Mindpower +12 (+5 eff.) Damage +30% nature Ignore resists +10% nature When Hit 35 nature slow defense ------ Defense +12 (+3 eff.) Resistance +25% nature +13% all Physical save +15 (+3 eff.) Life Regen +0.20 Healmod +15% other ------- 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. |
Firewalker (15 def, 2 armour) Firewalker (15 def, 2 armour)2.0 Encumbrance T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag offense ------ Spellpower +12 (+6 eff.) Damage +20% fire Ignore resists +20% fire When Hit 18 fire defense ------ Armor +2 Defense +15 (+4 eff.) Resistance +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Getohek (10 def, 0 armour) Getohek (10 def, 0 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Arcane While equipped: Stats +1 Dex +5 Mag +4 Wil offense ------ Spell Crit +6% Spellpower +22 (+10 eff.) Spellpower/crit +5 Damage +22% blight defense ------ Defense +10 (+3 eff.) Resistance +34% blight +1% physical +15% all Spell save +29 (+7 eff.) Life +80.00 Silence Resist +43% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Kindlebender the elven-silk robe (0 def, 0 armour) Kindlebender the elven-silk robe (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +12 Mag offense ------ Spell Crit +6% Mind Crit +4% Spellpower +29 (+13 eff.) Mindpower +8 (+3 eff.) Damage +6% fire +28% physical +25% mind +13% temporal Ignore resists +10% physical +20% mind +14% temporal defense ------ Resistance +6% fire +15% all Anomaly Control +15 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Mana/turn +0.40 Psi/turn +0.75 Max mana +80.00 Max psi +29.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+3 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+2 eff.) Send out a range 5 beam of kinetic energy, dealing 54.07 to 67.59 physical damage (based on Willpower and Cunning) with knockback. Uses 6 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Spider-Silk Robe of Spydrรซ (10 def, 15 armour) Spider-Silk Robe of Spydrรซ (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature +11% all Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
The Calm (15 def, 0 armour) The Calm (15 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun offense ------ Spellpower +20 (+10 eff.) Move Speed +10% Damage +25% lightning Ignore resists +15% lightning defense ------ Defense +15 (+4 eff.) Resistance +20% lightning +13% all Slow Projectiles +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. |
Vestments of the Conclave (0 def, 0 armour) Vestments of the Conclave (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+8 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
stormwoven cashmere robe of life (0 def, 0 armour) stormwoven cashmere robe of life (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego++] Nature While equipped: Stats +6 Str +5 Mag +6 Wil offense ------ Damage +9% lightning +11% physical +10% cold defense ------ Resistance +7% lightning +8% cold +10% blight +11% all Life +62.00 Life Regen +2.00 Healmod +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aetherwalk (6 def, 0 armour) Aetherwalk (6 def, 0 armour)2.0 Encumbrance T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag offense ------ Spellpower +15 (+8 eff.) Damage +25% arcane defense ------ Defense +6 (+2 eff.) Fatigue +1% Resistance +25% arcane Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Creates an arcane explosion dealing 85 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 15 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
Corpseravager (0 def, 5 armour) Corpseravager (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Dex +9 Mag +1 Wil +8 Cun +5 Con offense ------ Physical Crit +6.0% Physical Power +5 (+1 eff.) Spellpower +10 (+5 eff.) Damage +9% acid +3% nature +9% blight Ignore Armor +10 On-Hit (Melee): * 20% chance to slow global speed by 51% defense ------ Armor +5 Resistance +6% nature Physical save +22 (+4 eff.) Mind save +20 (+7 eff.) Disease Resist +43% A pair of boots made of leather. |
Isulraba (0 def, 11 armour) Isulraba (0 def, 11 armour)2.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +5 Mag +9 Wil offense ------ Spell Crit +2% Critical power +20.00% Spellpower/crit +2 Damage +3% blight defense ------ Armor +11 other ------- Mana/turn +0.40 Max mana +55.00 Infravision +2 Blink to a nearby random location (rad 14) Puts all charms on 15 turn cooldown A pair of boots made of leather. |
Isulraba (0 def, 11 armour) Isulraba (0 def, 11 armour)2.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +9 Wil +5 Mag offense ------ Spell Crit +2% Critical power +20.00% Spellpower/crit +2 Damage +3% blight defense ------ Armor +11 other ------- Mana/turn +0.40 Max mana +55.00 Infravision +2 Blink to a nearby random location (rad 14) Puts all charms on 15 turn cooldown A pair of boots made of leather. |
Scorched Boots (4 def, 4 armour) Scorched Boots (4 def, 4 armour)3.0 Encumbrance T5 feet armor [Unique] Arcane While equipped: offense ------ Spell Crit +6% Spellpower +13 (+7 eff.) Damage +15% blight +15% fire +15% darkness defense ------ Armor +4 Defense +4 (+1 eff.) Fatigue +8% Poison Storm: Effective talent level: 3.0 Power cost 18 out of 40/40. Range melee/personal Cooldown: 24 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 12.45 blight damage and is poisoned for 49.80 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. |
The Warped Boots (2 def, 4 armour) The Warped Boots (2 def, 4 armour)3.0 Encumbrance T5 feet armor [Unique] Unknown While equipped: offense ------ Physical Power +10 (+2 eff.) Spellpower +10 (+5 eff.) defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +8% Resistance +10% blight Spell save +10 (+3 eff.) Life +80.00 Life Regen -0.20 Spit Blight: Effective talent level: 3.0 Power cost 6 out of 50/50. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit blight at your target doing 155.06 blight damage. The damage will increase with your Magic. These blackened boots have lost all vestiges of any former glory they might have had. Now, they are a testament to the corruption of the Deep Bellow, and its power. |
Xeroyamina (10 def, 1 armour) Xeroyamina (10 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +1 Defense +10 (+3 eff.) Fatigue -5% Resistance +6% light +3% nature Physical save +6 (+1 eff.) other ------- Encumbrance +22 A pair of boots made of leather. |
eldritch pair of hardened leather boots of phasing (0 def, 3 armour) eldritch pair of hardened leather boots of phasing (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego++] Arcane While equipped: Stats +6 Mag +5 Wil offense ------ Spell Crit +2% defense ------ Armor +3 other ------- Mana/turn +0.20 Max mana +30.00 Blink to a nearby random location (rad 8) Puts all charms on 15 turn cooldown A pair of boots made of leather. |
pair of hardened leather boots 'Emavea' (0 def, 3 armour) pair of hardened leather boots 'Emavea' (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +3 Cun +3 Con offense ------ On-Hit (Melee): * 20% chance to reduce all saves and defense by 24 defense ------ Armor +3 Resistance +2% physical Physical save +27 (+5 eff.) Mind save +18 (+6 eff.) Disarm Resist +10% Knockbk Resist +20% other ------- Light +3 A pair of boots made of leather. |
restorative pair of hardened leather boots of massiveness (0 def, 3 armour) restorative pair of hardened leather boots of massiveness (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego++] Nature/Master While equipped: Stats +5 Str +6 Con offense ------ Damage +6% physical defense ------ Armor +3 Life Regen +4.00 Healmod +13% other ------- Size +1 A pair of boots made of leather. |
Cloudvice (0 def, 2 armour) Cloudvice (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats +4 Mag offense ------ Damage +12% lightning +3% arcane +6% acid Ignore resists +20% lightning defense ------ Armor +2 Resistance +12% acid +9% lightning Unarmed combat: Weapon Damage 19.0 - 20.9 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +10 arcane On-crit, radius 2 +9 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag offense ------ Physical Crit +10.0% Spell Crit +10% Critical power +50.00% Damage +10% physical defense ------ Armor +6 Unarmed combat: Weapon Damage 36.0 - 50.4 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 83% On-hit +20 arcane On Hit: 10% Displacement Shield level 3 On Hit: 15% Wave of Power level 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Fist of the Destroyer (8 def, 0 armour) Fist of the Destroyer (8 def, 0 armour)1.0 Encumbrance T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +9 Mag +3 Cun defense ------ Defense +8 (+2 eff.) Stun Resist +20% other ------- Max vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Unarmed combat: Weapon Damage 36.0 - 50.4 Physical Uses 40% Str, 40% Dex, 20% Mag 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 100% On Hit: 10% Blood Grasp level 3 On Hit: 12% Soul Rot level 3 On Hit: 8% Drain level 2 Increases all damage by 4% of current vim Current Bonus: 0% Darkfire: Effective talent level: 5.0 Power cost 8 out of 12/12. Range 6 Cooldown: 8 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 60.99 fire damage and 67.09 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Hand of the World-Shaper (0 def, 12 armour) Hand of the World-Shaper (0 def, 12 armour)1.5 Encumbrance T5 hands armor [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag offense ------ Spell Crit +10% Spellpower +10 (+5 eff.) Damage +12% physical Ignore resists +15% physical defense ------ Armor +12 Resistance +10% physical other ------- Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Unarmed combat: Weapon Damage 39.0 - 54.6 Physical Uses 40% Cun, 40% Str, 10% Mag 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +7.0% Attack Speed 83% On-Hit, radius 1 +50 gravity On-crit, radius 2 +30 gravity pin On Hit: 15% Earthen Missiles level 5 Earthquake: Effective talent level: 4.0 Power cost 18 out of 30/30. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 45.40 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. |
Mufast (0 def, 2 armour) Mufast (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +1 Str +6 Dex +4 Mag +7 Cun offense ------ Ignore resists +10% mind Accuracy +7 (+1 eff.) Ignore Armor +7 defense ------ Armor +2 Fatigue +3% other ------- Max psi +10.00 Unarmed combat: Weapon Damage 21.5 - 30.1 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +8 Ignore Armor +16 Critical Rate +8.0% Attack Speed 83% On Hit: 15% Perfect Strike level 3 Steady Shot: Puts all charms on 12 turn cooldown Effective talent level: 3.9 Power cost 12 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 171% damage with a 28% 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. |
Ruthless Grip (0 def, 5 armour) Ruthless Grip (0 def, 5 armour)1.5 Encumbrance T4 hands armor [Unique] Psionic While equipped: offense ------ On-Hit 15 darkness 15 cold Damage +20% darkness +20% cold defense ------ Armor +5 Unlife -100.00 life Healmod -10% other ------- Max hate +20.00 Unarmed combat: Weapon Damage 26.0 - 36.4 Physical Uses 40% Wil, 40% Cun, 40% Dex 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On Hit: 10% Dominate level 3 On Hit: 5% Slash level 3 Instill Fear: Effective talent level: 3.0 Power cost 12 out of 30/30. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 14.50 mind and 15.95 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 17% 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 16. Terrified: Deals 3.00 mind and 3.30 darkness damage per turn and increases cooldowns by 26%. Haunted: Causes the target to suffer 5.61 mind and 6.17 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str defense ------ Armor +2 Resistance +10% lightning +10% cold Life +60.00 Knockbk Resist +50% Unarmed combat: Weapon Damage 17.0 - 18.7 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.0% Attack Speed 100% On-hit +10 lightning +10 cold On Hit: 25% Call Lightning level 5 Throw Boulder: Effective talent level: 2.0 Power cost 4 out of 6/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 293.84 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. |
Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)1.5 Encumbrance T1 hands armor [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil offense ------ Mind Crit +3% Mindpower +4 (+2 eff.) Damage +5% nature Ignore resists +5% nature defense ------ Armor +2 Defense +1 (+1 eff.) Spell save +4 (+1 eff.) Life +20.00 Unarmed combat: Weapon Damage 13.0 - 18.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 83% On-hit +10 silence Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Velyvea (0 def, 2 armour) Velyvea (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Dex +5 Wil +4 Cun offense ------ Damage +6% acid Accuracy +6 (+1 eff.) Ignore Armor +9 On-Hit (Melee): * 10% chance to reduce armor by 27% defense ------ Armor +2 Fatigue +3% other ------- EQ when Hit +0.04 Max hate +6.00 See Invisibility +6 Unarmed combat: Weapon Damage 20.0 - 28.0 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +16 Critical Rate +8.0% Attack Speed 83% On Hit: 15% Perfect Strike level 3 Steady Shot: Puts all charms on 12 turn cooldown Effective talent level: 3.9 Power cost 12 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 171% damage with a 28% 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. |
brawler's voratun gauntlets of the starseeker (0 def, 3 armour) brawler's voratun gauntlets of the starseeker (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Dex +3 Mag +7 Cun defense ------ Armor +3 Fatigue +5% Resistance +7% light +6% darkness Physical save +5 (+1 eff.) other ------- Infravision +1 Cooldown Double Strike -1 Unarmed combat: Weapon Damage 27.0 - 37.8 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +15 Critical Rate +16.0% Attack Speed 83% On-crit, radius 2 +35 light +25 darkness On Hit: 10% Set Up level 5 Starfall: Puts all charms on 12 turn cooldown Effective talent level: 1.0 Power cost 12 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 50.20 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. |
hardened leather gloves 'Raindeath' (0 def, 9 armour) hardened leather gloves 'Raindeath' (0 def, 9 armour)1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 7 physical Damage +6% physical Ignore resists +25% cold When Hit 10 nature 4 cold defense ------ Armor +9 Resistance +3% nature Unarmed combat: Weapon Damage 16.5 - 18.2 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +7 physical On-crit, radius 2 +7 physical On Hit: 10% Sand Breath level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Chysalar (0 def, 5 armour) Chysalar (0 def, 5 armour)3.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +11 Str +4 Dex +7 Con offense ------ Physical Crit +7.0% Ignore resists +15% temporal Accuracy +30 (+7 eff.) When Hit 10 physical defense ------ Armor +5 Fatigue +5% Physical save +18 (+3 eff.) Unlife -90.51 life Skullcracker: Puts all charms on 12 turn cooldown Effective talent level: 3.9 Power cost 12 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 930.5 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Corrupted Gaze (4 def, 8 armour) Corrupted Gaze (4 def, 8 armour)3.0 Encumbrance T4 head armor [Unique] Arcane While equipped: Stats +8 Mag +4 Wil +8 Cun offense ------ Damage +20% blight Ignore resists +10% blight Accuracy +10 (+2 eff.) defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +6% Resistance +20% blight Disease Resist +50% other ------- See Stealth +12 See Invisibility +12 Masteries +0.30 Corruption/Vim On Spell Hit: 10% Vimsense level 3 This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
Crown of the Elements (0 def, 10 armour) Crown of the Elements (0 def, 10 armour)2.0 Encumbrance T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil offense ------ Spellpower +15 (+8 eff.) Mindpower +15 (+6 eff.) On-Hit 10 acid 10 fire 10 lightning 10 cold Damage +25% acid +25% fire +25% cold +25% lightning defense ------ Armor +10 Fatigue +5% Resistance +25% acid +25% fire +25% cold +25% lightning This jeweled crown shimmers with colors. |
Dragon-helm of Kroltar (5 def, 9 armour) Dragon-helm of Kroltar (5 def, 9 armour)3.0 Encumbrance T4 head armor [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck offense ------ Damage +10% physical +10% fire defense ------ Armor +9 Defense +5 (+2 eff.) Fatigue +10% other ------- Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Effective talent level: 3.0 Power cost 27 out of 45/45. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a nature gift and a mind power Description: You let out a powerful roar that sends your foes in radius 5 into utter confusion (power: 38%) for 3 turns. The sound wave is so strong, your foes also take 261.17 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Fulyhor the elven-silk wizard hat (3 def, 0 armour) Fulyhor the elven-silk wizard hat (3 def, 0 armour)2.0 Encumbrance T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +6 Cun +7 Wil offense ------ Spell Crit +5% Spellpower +5 (+3 eff.) Mindpower +5 (+2 eff.) Ignore resists +25% blight +5% arcane When Hit 2 blight defense ------ Defense +3 (+1 eff.) Resistance +8% lightning +7% temporal +8% light +7% fire +8% nature +6% acid +20% blight +8% cold +5% arcane +8% darkness other ------- Mana/turn +0.25 A pointy cloth hat, very wizardly... |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +30% Confus Resist +30% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Ichordeath (0 def, 5 armour) Ichordeath (0 def, 5 armour)2.0 Encumbrance T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Dex +5 Wil +10 Cun offense ------ Mindpower +20 (+7 eff.) Damage +9% cold Ignore resists +15% nature Ignore Armor +6 defense ------ Armor +5 Fatigue +5% other ------- Stamina when Hit +1.60 EQ when Hit +2.70 Max psi +30.00 A cap made of leather. |
Muckstoker the elven-silk wizard hat (3 def, 0 armour) Muckstoker the elven-silk wizard hat (3 def, 0 armour)2.0 Encumbrance T5 head armor [Rare] Nature While equipped: Stats +3 Str offense ------ Damage +24% nature +17% cold On-Hit (Melee): * 20% chance to slow global speed by 51% defense ------ Defense +3 (+1 eff.) Resistance +18% acid +25% cold +9% darkness Spell save +18 (+5 eff.) A pointy cloth hat, very wizardly... |
Pitchtrial (3 def, 0 armour) Pitchtrial (3 def, 0 armour)2.0 Encumbrance T5 head armor [Random Unique] Psionic While equipped: Stats +6 Cun +7 Wil offense ------ Mind Crit +9% Mindpower +19 (+7 eff.) Damage +20% mind When Hit 10 darkness On-Hit (Melee): * 20 arcane resource burn defense ------ Defense +3 (+1 eff.) Resistance +14% mind +3% nature +5% arcane Physical save +14 (+2 eff.) Mind save +18 (+6 eff.) other ------- Psi/turn +0.36 Max psi +20.00 A pointy cloth hat, very wizardly... |
Splendourstinger (0 def, 4 armour) Splendourstinger (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +10 Lck offense ------ Physical Crit +5.0% Spell Crit +4% Mind Crit +4% Damage +9% mind +6% light Ignore resists +20% acid defense ------ Armor +4 Fatigue +4% other ------- EQ when Hit +0.16 Hate-on-crit +5.00 Max psi +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Swampumbra the dwarven-steel helm (0 def, 4 armour) Swampumbra the dwarven-steel helm (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +7 Dex offense ------ Damage +30% nature +15% arcane defense ------ Armor +4 Fatigue +4% Resistance +15% darkness +9% mind Healmod +10% Pinning Resist +20% other ------- Infravision +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Un'fezan's Cap (1 def, 0 armour) Un'fezan's Cap (1 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil offense ------ Spellpower +8 (+4 eff.) Mindpower +8 (+3 eff.) defense ------ Defense +1 (+1 eff.) Resistance +10% temporal +10% physical Anomaly Control +5 other ------- Masteries +0.20 Chronomancy/Timetravel Wormhole: Effective talent level: 1.0 Power cost 9 out of 15/15. Range 10 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
Xykira the Greensorrow (2 def, 0 armour) Xykira the Greensorrow (2 def, 0 armour)2.0 Encumbrance T3 head armor [Random Unique] Arcane While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +4 (+2 eff.) Damage +9% acid +13% temporal +8% lightning +15% nature +6% cold +7% arcane +10% fire Ignore resists +15% nature On-Hit (Melee): * 10% chance to slow global speed by 51% defense ------ Defense +2 (+1 eff.) Resistance +13% temporal A pointy cloth hat, very wizardly... |
aegis cashmere wizard hat of knowledge (2 def, 0 armour) aegis cashmere wizard hat of knowledge (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego++] Arcane/Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mindpower +3 (+1 eff.) defense ------ Defense +2 (+1 eff.) Shield Power +9% Life Regen +1.50 A pointy cloth hat, very wizardly... |
werebeast's hardened leather cap of precognition (6 def, 3 armour) werebeast's hardened leather cap of precognition (6 def, 3 armour)2.0 Encumbrance T3 head armor [Ego++] Nature While equipped: Stats +3 Str +3 Dex +9 Cun +5 Con offense ------ Accuracy +6 (+1 eff.) When Hit: * 16% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Defense +6 (+2 eff.) Fatigue +3% A cap made of leather. |
Chromatic Harness (10 def, 14 armour) Chromatic Harness (10 def, 14 armour)14.0 Encumbrance T5 heavy armor [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck defense ------ Armor +14 Defense +10 (+3 eff.) Fatigue +16% Resistance +20% lightning +20% physical +20% cold +20% fire +20% acid Blind Resist +50% Stun Resist +25% Knockbk Resist +50% other ------- Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Falurion (5 def, 15 armour) Falurion (5 def, 15 armour)14.0 Encumbrance T5 heavy armor [Random Unique] Nature/Master/Psionic While equipped: defense ------ Armor +15 Defense +5 (+2 eff.) Fatigue +12% Resistance +14% acid +40% cold +12% mind Mind save +23 (+8 eff.) Life Regen +4.00 Disease Resist +20% Pinning Resist +10% Stun Resist +20% other ------- Breathe water A suit of armour made of mail. |
Halykhad the Shiverimmortal (5 def, 18 armour) Halykhad the Shiverimmortal (5 def, 18 armour)14.0 Encumbrance T5 heavy armor [Random Unique] Master While equipped: Stats +10 Str offense ------ Damage +6% cold On-Hit (Melee): * 20% chance to slow global speed by 51% * 20% chance to reduce all saves and defense by 24 defense ------ Armor +18 Defense +5 (+2 eff.) Fatigue +5% Resistance +36% cold +27% darkness +13% physical Physical save +13 (+2 eff.) other ------- Light +2 Track: Puts all charms on 18 turn cooldown Effective talent level: 2.0 Power cost 18 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Nerelaith (25 def, 10 armour) Nerelaith (25 def, 10 armour)14.0 Encumbrance T5 heavy armor [Random Unique] Nature/Disrupt/Master While equipped: offense ------ Ignore resists +15% acid When Hit 6 acid defense ------ Armor +10 Defense +25 (+7 eff.) Fatigue +12% Resistance +19% blight +19% nature +34% lightning Resist Against +15% Unnatural Life +67.00 Life Regen +11.00 Healmod +25% Disarm Resist +20% A suit of armour made of mail. |
Scale Mail of Kroltar (10 def, 18 armour) Scale Mail of Kroltar (10 def, 18 armour)14.0 Encumbrance T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con defense ------ Armor +18 Defense +10 (+3 eff.) Fatigue +16% Resistance +20% acid +20% blight +20% fire +20% nature +20% lightning Life +120.00 Devouring Flame: Effective talent level: 3.0 Power cost 30 out of 80/80. Range 10 Cooldown: 20 Travel.spd instantaneous Is: a nature gift and a mind power Description: Spit a cloud of flames, doing 24.46 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. |
Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con defense ------ Armor +6 Defense +4 (+1 eff.) Ranged Defense +8 (+2 eff.) Fatigue +10% Life +45.00 Life Regen +2.00 Knockbk Resist +50% other ------- Encumbrance +20 Stamina/turn +1.00 Max stamina +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Death's Embrace (18 def, 18 armour) Death's Embrace (18 def, 18 armour)9.0 Encumbrance T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Mag +5 Cun offense ------ Critical power +20.00% Spellpower +10 (+5 eff.) Damage +20% darkness +20% cold When Hit 15 darkness 15 cold defense ------ Armor +18 Hardiness +15% Defense +18 (+5 eff.) Resistance +30% temporal +30% darkness +30% cold Stealth +10 other ------- Masteries +0.10 Spell/Phantasm +0.10 Spell/Dreadmaster +0.10 Cunning/Stealth Turn yourself invisible (power 25, based on Cunning and Magic) for 10 turns. Uses 30 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Molten Skin (15 def, 12 armour) Molten Skin (15 def, 12 armour)9.0 Encumbrance T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Physical Crit +8.0% Spell Crit +10% Critical power +20.00% Spellpower +15 (+8 eff.) On-Hit 15 light 30 fire On-Ranged-Hit 15 light 30 fire Damage +20% fire +5% light +10% all Ignore resists +10% light +15% fire When Hit 30 fire defense ------ Armor +12 Defense +15 (+4 eff.) Resistance +20% fire +12% light -5% cold other ------- Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Effective talent level: 4.0 Power cost 8 out of 16/16. Range melee/personal Cooldown: 5 Travel.spd instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 89.25 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Rogue Plight (6 def, 7 armour) Rogue Plight (6 def, 7 armour)9.0 Encumbrance T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con defense ------ Armor +7 Defense +6 (+2 eff.) Fatigue +7% Resistance +35% nature Crit Resistance 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
Tempestwire (20 def, 8 armour) Tempestwire (20 def, 8 armour)9.0 Encumbrance T5 light armor [Random Unique] Master While equipped: offense ------ Damage +24% acid When Hit 10 lightning defense ------ Armor +8 Defense +20 (+5 eff.) Fatigue +8% Resistance +61% acid +21% fire A suit of armour made of leather. |
The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+4 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Branesta the Prismpulverizer (0 def, 24 armour) Branesta the Prismpulverizer (0 def, 24 armour)17.0 Encumbrance T5 massive armor [Random Unique] Master/Psionic While equipped: Stats +9 Cun +8 Wil offense ------ Ignore resists +20% light On-Hit (Melee): * 22% chance to reduce armor by 27% defense ------ Armor +24 Fatigue +12% Resistance +10% mind +18% acid Physical save +15 (+3 eff.) Mind save +48 (+16 eff.) other ------- Light +3 A suit of armour made of metal plates. |
Cuirass of the Dark Lord (0 def, 30 armour) Cuirass of the Dark Lord (0 def, 30 armour)17.0 Encumbrance T5 massive armor [Unique] Arcane While equipped: Stats +10 Str +10 Con offense ------ Physical Power +10 (+2 eff.) When Hit 30 physical defense ------ Armor +30 Fatigue +25% Resistance +20% physical Physical save +15 (+3 eff.) Blood Charges: 0 Drain blood from all creatures within range 5, causing them to bleed for 349.35 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. |
Plate of the Blackened Mind (15 def, 40 armour) Plate of the Blackened Mind (15 def, 40 armour)17.0 Encumbrance T5 massive armor [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con offense ------ Mindpower +10 (+4 eff.) When Hit: * 20% chance to cause random gloom defense ------ Armor +40 Defense +15 (+4 eff.) Fatigue +17% Resistance +15% acid +15% light +20% blight +25% mind +20% darkness Physical save +15 (+3 eff.) Mind save +25 (+8 eff.) Confus Resist +100% Fear Resist +100% other ------- Light -2 Infravision +4 Masteries +0.20 Cursed/Gloom Dominate: Effective talent level: 2.0 Power cost 9 out of 25/25. Range 2 Cooldown: 8 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 6 Armour, 9 Defense and your attacks will gain 15% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Bindings of Eternal Night (12 def, 12 armour) Bindings of Eternal Night (12 def, 12 armour)6.0 Encumbrance T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag offense ------ Damage +15% cold +15% arcane +20% darkness When Hit 10 darkness defense ------ Armor +12 Defense +12 (+3 eff.) Resistance +30% blight -10% fire +30% darkness -10% light Life Regen +1.00 Poison Resist +100% Disease Resist +100% other ------- Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Blightstopper (18 def, 12 armour, 52-62 power, 240 block) Blightstopper (18 def, 12 armour, 52-62 power, 240 block)7.0 Encumbrance T5 shield armor [Unique] Nature/Disrupt When used to Attack: Weapon Damage 52.0 - 62.4 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +240 Damage Conversion 30% nature 10% manaburn arcane While equipped: offense ------ When Hit 15 nature defense ------ Armor +12 Defense +18 (+5 eff.) Ranged Defense +12 (+3 eff.) Fatigue +22% Resistance +35% blight +15% nature Spell save +24 (+6 eff.) Disease Resist +60% other ------- Talents +1 Block Masteries +0.20 Wild-gift/Antimagic Purge up to 4 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns. Uses 15 power out of 40/40 This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block) Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 18.0 - 25.2 Physical Uses 140% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+2 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- Max air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Emelissra the stralite shield (0 def, 8 armour, 46-56 power, 134.5 block) Emelissra the stralite shield (0 def, 8 armour, 46-56 power, 134.5 block)7.0 Encumbrance T4 shield armor [Random Unique] Nature/Psionic When used to Attack: Weapon Damage 46.5 - 55.8 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +134 On-hit +16 physical On-Hit, radius 1 +12 fire While equipped: Stats +3 Wil offense ------ On-Hit 6 fire When Hit 8 fire defense ------ Armor +8 Fatigue +8% Resistance +13% physical +10% mind +6% temporal Windwall +51 Slow Projectiles +11% Life +100.00 Teleport Resist +20% other ------- Talents +1 Block Handheld deflection devices. |
Fire Dragon Shield (16 def, 9 armour, 58-70 power, 220 block) Fire Dragon Shield (16 def, 9 armour, 58-70 power, 220 block)7.0 Encumbrance T4 shield armor [Unique] Nature/Master When used to Attack: Weapon Damage 58.0 - 69.6 Fire Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +220 While equipped: offense ------ 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. When Hit 17 fire defense ------ Armor +9 Defense +16 (+4 eff.) Ranged Defense +15 (+4 eff.) Fatigue +20% Resistance +35% fire Affinity +15% fire other ------- 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. |
Offalhunt (0 def, 17 armour, 64-77 power, 243.5 block) Offalhunt (0 def, 17 armour, 64-77 power, 243.5 block)7.0 Encumbrance T5 shield armor [Random Unique] Master When used to Attack: Weapon Damage 64.5 - 77.4 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +244 On-Hit, radius 1 +8 arcane On Hit: * 20% chance to slow global speed by 51% While equipped: offense ------ Damage +12% arcane Ignore resists +10% nature defense ------ Armor +17 Fatigue +8% Resistance +28% lightning +24% fire +9% nature other ------- Talents +1 Block Handheld deflection devices. |
Shieldsmaiden (5 def, 20 armour, 48-58 power, 150 block) Shieldsmaiden (5 def, 20 armour, 48-58 power, 150 block)7.0 Encumbrance T5 shield armor [Unique] Arcane When used to Attack: Weapon Damage 48.0 - 57.6 Ice Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +8.0% Block +150 On Hit: 15% Ice Shards level 3 While equipped: defense ------ Armor +20 Defense +5 (+2 eff.) Ranged Defense +12 (+3 eff.) Fatigue +10% Resistance +25% cold +25% fire other ------- Talents +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
Undeathwhisper the steel shield (0 def, 4 armour, 14-16 power, 40 block) Undeathwhisper the steel shield (0 def, 4 armour, 14-16 power, 40 block)7.0 Encumbrance T2 shield armor [Random Unique] Nature/Master When used to Attack: Weapon Damage 13.5 - 16.2 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +40 On-hit +12 nature On Hit: * 10% chance to slow global speed by 51% While equipped: Stats +1 Cun +3 Str offense ------ When Hit 8 nature defense ------ Armor +4 Fatigue +8% Resistance +22% blight +19% cold +23% nature Life +39.00 other ------- Talents +1 Block Handheld deflection devices. |
Unsetting Sun (16 def, 20 armour, 50-60 power, 280 block) Unsetting Sun (16 def, 20 armour, 50-60 power, 280 block)7.0 Encumbrance T5 shield armor [Unique] Arcane Glows brightly in the light of dawn. When used to Attack: Weapon Damage 50.0 - 60.0 Light Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +280 While equipped: defense ------ Armor +20 Defense +16 (+4 eff.) Ranged Defense +17 (+4 eff.) Fatigue +14% Resistance +30% blight +30% darkness Spell save +19 (+5 eff.) other ------- 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. |
Wrathroot's Barkwood (9 def, 10 armour, 22-31 power, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 22-31 power, 60 block)7.0 Encumbrance T2 shield armor [Unique] Nature When used to Attack: Weapon Damage 22.0 - 30.8 Physical Uses 150% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +60 While equipped: defense ------ Armor +10 Defense +9 (+3 eff.) Fatigue +14% Resistance +20% cold +20% darkness +20% nature other ------- Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
Armalerek (18/18, 51-71 power, 18 apr) Armalerek (18/18, 51-71 power, 18 apr)3.0 Encumbrance T5 arrow ammo [Random Unique] Master/Psionic Weapon Damage 51.0 - 71.4 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +38 Ignore Armor +18 Critical Rate +23.0% Capacity 18 Ignore Shields +32% On-ranged-hit +21 blight +39 darkness +16 arcane Damage Against +27% Living On-Hit, radius 1 +12 arcane On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
Blackwar the quiver of dragonbone arrows (20/20, 53-74 power, 18 apr) Blackwar the quiver of dragonbone arrows (20/20, 53-74 power, 18 apr)3.0 Encumbrance T5 arrow ammo [Random Unique] Nature/Disrupt/Master Weapon Damage 53.0 - 74.2 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +21.0% Capacity 20 On-crit, radius 2 +20 darkness On Hit: * 20% chance to slow global speed by 51% * 58 arcane resource burn * 20% chance to create vines that bind the target to the ground dealing 150 nature damage and pinning them for 3 turns On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
Erelydorab the quiver of dragonbone arrows (21/21, 64-89 power, 21 apr) Erelydorab the quiver of dragonbone arrows (21/21, 64-89 power, 21 apr)3.0 Encumbrance T5 arrow ammo [Random Unique] Arcane/Master Weapon Damage 63.5 - 88.9 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +21 Critical Rate +40.0% Capacity 21 Projectile Speed +200% On-Hit, radius 1 +16 physical +21 fire On Critical: * Wound the target dealing 310 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
Isletha the quiver of dragonbone arrows (22/22, 76-106 power, 18 apr) Isletha the quiver of dragonbone arrows (22/22, 76-106 power, 18 apr)3.0 Encumbrance T5 arrow ammo [Random Unique] Arcane/Master Weapon Damage 75.5 - 105.7 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +20.0% Capacity 22 On-ranged-hit +21 blight +20 temporal On-Hit, radius 1 +26 fire On-crit, radius 2 +20 temporal On Hit: 20% Epidemic level 5 On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 30% chance to reduce strength, dexterity, and constitution by 17 On Critical: * Wound the target dealing 310 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Quiver of Domination (20/20, 24-34 power, 8 apr) Quiver of Domination (20/20, 24-34 power, 8 apr)3.0 Encumbrance T4 arrow ammo [Unique] Psionic Weapon Damage 24.0 - 33.6 Mind Uses 20% Wil, 60% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +2.0% Capacity 20 On Critical: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
Quiver of the Sun (25/25, 34-48 power, 15 apr) Quiver of the Sun (25/25, 34-48 power, 15 apr)3.0 Encumbrance T4 arrow ammo [Unique] Arcane Weapon Damage 34.0 - 47.6 Bright light Uses 60% Dex, 20% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +2.0% Capacity 25 Projectile Speed +300% On Hit: * 25% chance to blind Shoots beams through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
The Titan's Quiver (18/18, 62-87 power, 20 apr) The Titan's Quiver (18/18, 62-87 power, 20 apr)3.0 Encumbrance T5 arrow ammo [Unique] Master Weapon Damage 62.0 - 86.8 Physical Uses 70% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +8.0% Capacity 18 On Critical: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
Void Quiver (0/0, 45-63 power, 120 apr) Void Quiver (0/0, 45-63 power, 120 apr)3.0 Encumbrance T5 arrow ammo [Unique] Arcane Weapon Damage 45.0 - 63.0 Void Uses 70% Dex, 40% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +120 Critical Rate +6.0% On Hit: 15% Spatial Tether level 1 On Hit: 15% Dimensional Anchor level 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
barbed quiver of ash arrows of crippling (17/17, 32-44 power, 7 apr) barbed quiver of ash arrows of crippling (17/17, 32-44 power, 7 apr)3.0 Encumbrance T2 arrow ammo [Ego++] Master Weapon Damage 31.5 - 44.1 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +19.5% Capacity 17 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 310 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows 'Quenchfoe' (22/22, 52-73 power, 18 apr) quiver of dragonbone arrows 'Quenchfoe' (22/22, 52-73 power, 18 apr)3.0 Encumbrance T5 arrow ammo [Random Unique] Nature/Master Weapon Damage 52.0 - 72.8 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +24.0% Capacity 22 Ignore Shields +30% On-ranged-hit +12 blight +62 cold +20 arcane On-Hit, radius 1 +12 cold On-crit, radius 2 +23 cold On Hit: * 20% chance to create vines that bind the target to the ground dealing 150 nature damage and pinning them for 3 turns On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 Encumbrance axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 30 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
12 agate 12 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
589 alchemist agate 589 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
7 onyx 7 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
10 aquamarine 10 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli 6 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+1 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+1 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 opal 12 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 sapphire 10 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+1 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+1 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
14 topaz 14 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+0 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+0 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. |
Goedalath Rock Goedalath Rock0.1 Encumbrance T5 demonic gem [Unique] Arcane While carried: When Hit 34 healing Mind save -18 (-8 eff.) Life Regen -2.00 Healmod -50% Light -2 Item imbue powers: Physical Power +12 (+2 eff.) Spellpower +16 (+8 eff.) Damage +9% all When Hit 34 darkness Healmod +50% Infravision +3 See Invisibility +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. |
Hatharomikath the voratun pickaxe (dig speed 8 turns) Hatharomikath the voratun pickaxe (dig speed 8 turns)3.0 Encumbrance T5 digger tool [Random Unique] Master While equipped: Stats +2 Cun +3 Str offense ------ Damage +12% acid Ignore resists +15% blight Accuracy +3 (+0 eff.) On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 17 * 20% chance to reduce armor by 27% defense ------ Life +30.00 other ------- Max stamina +24.00 Infravision +5 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)3.0 Encumbrance T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con offense ------ Ignore resists +10% physical defense ------ Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Life +50.00 While carried: other ------- Talents +1 Dig Earthquake: Effective talent level: 4.0 Power cost 18 out of 30/30. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 45.40 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. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
crystalomancer's dwarven-steel pickaxe (dig speed 28 turns) crystalomancer's dwarven-steel pickaxe (dig speed 28 turns)3.0 Encumbrance T3 digger tool [Ego+] Arcane While equipped: Stats +2 Str +2 Mag offense ------ Spell Crit +6% other ------- Max mana +29.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of predation (dig speed 22 turns) dwarven-steel pickaxe of predation (dig speed 22 turns)3.0 Encumbrance T3 digger tool [Ego+] Master While equipped: Stats +2 Str +2 Dex offense ------ Physical Power +3 (+1 eff.) Move Speed +10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Weeppain' (dig speed 37 turns) iron pickaxe 'Weeppain' (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ Ignore resists +5% fire On-Hit (Melee): * 10% chance to slow global speed by 51% defense ------ Fatigue -5% Resistance +3% nature +12% acid While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolรซ Mummified Egg-sac of Ungolรซ2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 48 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
6 emerald 6 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 jade 8 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
16 spinel 16 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 turquoise 9 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Dรบathedlen Heart Dรบathedlen Heart1.0 Encumbrance T4 lite [Unique] Arcane While equipped: Stats +5 Mag offense ------ Physical Power +7 (+1 eff.) On-Hit 20 darkness defense ------ Resistance +30% light Max Resistance +10% light other ------- Light -1000 Infravision +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness level 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Spectral Cage Spectral Cage0.0 Encumbrance T3 lite [Unique] Arcane While equipped: offense ------ Spellpower +10 (+5 eff.) Damage +15% cold Ignore resists +10% cold defense ------ Resistance +20% cold other ------- Light +5 Release a will o' the wisp that will explode against your foes for 158 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. |
Wintertide Phial Wintertide Phial2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 3 (based on Magic) detrimental mental effects. Uses 24 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
scorching brass lantern of clarity scorching brass lantern of clarity2.0 Encumbrance T1 lite [Ego] Arcane/Psionic While equipped: offense ------ When Hit 12 fire defense ------ Resistance +5% fire Mind save +6 (+2 eff.) other ------- Light +3 See Stealth +6 See Invisibility +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +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. |
Crystal Focus Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Demonic Orb of Many Ways Demonic Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)1.0 Encumbrance 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. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)1.0 Encumbrance 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. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)1.0 Encumbrance 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. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Runed Skull Runed Skull3.0 Encumbrance T5 red gem [Unique] Arcane While carried: Spellpower +7 (+4 eff.) When Hit 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
66 alchemist bloodstone 66 alchemist bloodstone0.0 Encumbrance 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. |
23 bloodstone 23 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
27 fire opal 27 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 garnet 5 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 ruby 8 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1) Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 18 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (3/3) Rod of Recall (3/3)2.0 Encumbrance 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. |
Rod of Spydric Poison (1/1) Rod of Spydric Poison (1/1)2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 276.00 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. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Hegodan the Undeathhunt (21/21, 61-73 power, 16 apr) Hegodan the Undeathhunt (21/21, 61-73 power, 16 apr)3.0 Encumbrance T5 shot ammo [Random Unique] Arcane/Nature/Master Weapon Damage 61.0 - 73.2 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +16 Critical Rate +18.0% Capacity 21 Auto Reload 2 Projectile Speed +400% On-ranged-hit +4 acid +16 nature On-Hit, radius 1 +12 blight +8 nature +16 acid On Hit: * 20% chance to slow global speed by 51% * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 221 physical damage Shots are used with slings to pummel your foes to death. |
Pouch of the Subconscious (20/20, 38-46 power, 15 apr) Pouch of the Subconscious (20/20, 38-46 power, 15 apr)3.0 Encumbrance T4 shot ammo [Unique] Psionic Weapon Damage 38.0 - 45.6 Physical Uses 10% Wil, 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 20 On-ranged-hit +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. |
Star Shot (20/20, 32-38 power, 15 apr) Star Shot (20/20, 32-38 power, 15 apr)3.0 Encumbrance T4 shot ammo [Unique] Arcane Weapon Damage 32.0 - 38.4 Fire Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 20 On Hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
Wind Worn Shot (25/25, 39-47 power, 15 apr) Wind Worn Shot (25/25, 39-47 power, 15 apr)3.0 Encumbrance T4 shot ammo [Unique] Nature Weapon Damage 39.0 - 46.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 25 Projectile Speed +100% On Hit: 10% Tornado level 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. |
Xanina the Snowhunt (20/20, 65-78 power, 6 apr) Xanina the Snowhunt (20/20, 65-78 power, 6 apr)3.0 Encumbrance T5 shot ammo [Random Unique] Nature/Master/Psionic Weapon Damage 65.0 - 78.0 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +19.0% Capacity 20 On-ranged-hit +29 lightning +20 cold +8 blight On-Hit, radius 1 +12 blight +16 cold On-crit, radius 2 +9 lightning On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Critical: * Wound the target dealing 310 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
pouch of voratun shots 'Winterclash' (23/23, 66-80 power, 6 apr) pouch of voratun shots 'Winterclash' (23/23, 66-80 power, 6 apr)3.0 Encumbrance T5 shot ammo [Random Unique] Master/Psionic Weapon Damage 66.5 - 79.8 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +12 Ignore Armor +6 Critical Rate +22.0% Capacity 23 On-ranged-hit +20 cold +20 darkness Damage Against +12% Living On-Hit, radius 1 +12 cold On Hit: * 20 arcane resource burn * 20% chance to slow global speed by 51% On Critical: * Wound the target dealing 310 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Scaldoozer the dwarven-steel torque of clear mind [power 3] (15 cooldown) Scaldoozer the dwarven-steel torque of clear mind [power 3] (15 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +6 Str +5 Wil +3 Con offense ------ Ignore resists +10% fire Ignore Armor +6 When Hit 10 mind defense ------ Armor +4 Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 21% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
evasive voratun torque of clear mind [power 4] (15 cooldown) evasive voratun torque of clear mind [power 4] (15 cooldown)2.0 Encumbrance T5 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 15 turn cooldown 100% to gain a 28% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Gluba the yew totem of thorny skin [power 38] (12 cooldown) Gluba the yew totem of thorny skin [power 38] (12 cooldown)2.0 Encumbrance T3 totem charm [Random Unique] Nature While equipped: defense ------ Armor +6 Resistance +3% lightning +9% fire Physical save +6 (+1 eff.) Knockbk Resist +10% Harden the skin for 7 turns increasing armour by 38 and armour hardiness by 50% Puts all charms on 12 turn cooldown 100% to heal for 56. Natural totems are made by powerful wilders to store nature power. |
The Guardian's Totem The Guardian's Totem2.0 Encumbrance T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil offense ------ Mindpower +8 (+3 eff.) When Hit: * 18% chance to slow global speed by 51% defense ------ Resistance +20% blight +20% arcane Spell save +20 (+5 eff.) other ------- Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 30 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Tree of Life Tree of Life2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con offense ------ Mindpower +7 (+3 eff.) Damage +20% nature defense ------ Resistance +20% blight +20% nature Healmod +25% other ------- 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. |
supercharged elm totem of thorny skin [power 23] (16 cooldown) supercharged elm totem of thorny skin [power 23] (16 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 23 and armour hardiness by 30% Puts all charms on 16 turn cooldown Natural totems are made by powerful wilders to store nature power. |
15 amethyst 15 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Gilagorn [power 13] (9 cooldown) Gilagorn [power 13] (9 cooldown)2.0 Encumbrance T4 wand charm [Random Unique] Arcane While equipped: offense ------ Spellpower/crit +10 Damage +15% arcane other ------- Mana-on-crit +2.00 Reveal the area around you, dispelling darkness (radius 13, power 47 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 9 turn cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. 100% to increase the duration of 2 beneficial effects by 2. 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. |
Void Shard Void Shard2.0 Encumbrance T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag offense ------ Spellpower +10 (+5 eff.) Damage +12% darkness +12% temporal When Hit 16 void defense ------ Resistance +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 119.00 temporal and 130.90 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. |
piercing dragonbone wand of shielding [power 428] (12 cooldown) piercing dragonbone wand of shielding [power 428] (12 cooldown)2.0 Encumbrance T5 wand charm [Ego+] Arcane Create a shield absorbing up to 428 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 12 turn cooldown 100% to increase all damage penetration by 24% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 18 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
25 diamond 25 diamond0.0 Encumbrance 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. |
12 moonstone 12 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
29 pearl 29 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 quartz 9 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 amber 10 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 ametrine 10 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In a selfless act, you sacrificed yourself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
Achievements
By Boot Jr. the Cornac Bulwark level 31
46th Dusk 123rd year of Ascendancy at 17:55 see stats
By Boot Jr. the Cornac Bulwark level 44
23rd Dusk 124th year of Ascendancy at 01:40 see stats
By Boot Jr. the Cornac Bulwark level 31
45th Dusk 123rd year of Ascendancy at 00:06 see stats
By Boot Jr. the Cornac Bulwark level 36
38th Regrowth 124th year of Ascendancy at 07:19 see stats
By Boot Jr. the Cornac Bulwark level 37
18th Pyre 124th year of Ascendancy at 23:49 see stats
By Boot Jr. the Cornac Bulwark level 41
7th Mirth 124th year of Ascendancy at 07:23 see stats
By Boot Jr. the Cornac Bulwark level 35
34th Regrowth 124th year of Ascendancy at 17:03 see stats
By Boot Jr. the Cornac Bulwark level 46
51st Dusk 124th year of Ascendancy at 14:56 see stats
By Boot Jr. the Cornac Bulwark level 32
77th Haze 123rd year of Ascendancy at 03:39 see stats
By Boot Jr. the Cornac Bulwark level 34
6th Allure 124th year of Ascendancy at 17:27 see stats
By Boot Jr. the Cornac Bulwark level 45
34th Dusk 124th year of Ascendancy at 14:42 see stats
By Boot Jr. the Cornac Bulwark level 19
8th Allure 123rd year of Ascendancy at 07:12 see stats
By Boot Jr. the Cornac Bulwark level 28
28th Dusk 123rd year of Ascendancy at 11:33 see stats
By Boot Jr. the Cornac Bulwark level 31
19th Haze 123rd year of Ascendancy at 02:33 see stats
By Boot Jr. the Cornac Bulwark level 50
80th Haze 124th year of Ascendancy at 04:43 see stats
By Boot Jr. the Cornac Bulwark level 50
61st Haze 124th year of Ascendancy at 20:17 see stats
By Boot Jr. the Cornac Bulwark level 23
10th Pyre 123rd year of Ascendancy at 22:28 see stats
By Boot Jr. the Cornac Bulwark level 39
19th Pyre 124th year of Ascendancy at 06:49 see stats
By Boot Jr. the Cornac Bulwark level 10
3rd Flare 122nd year of Ascendancy at 11:38 see stats
By Boot Jr. the Cornac Bulwark level 20
8th Allure 123rd year of Ascendancy at 12:47 see stats
By Boot Jr. the Cornac Bulwark level 30
43rd Dusk 123rd year of Ascendancy at 05:34 see stats
By Boot Jr. the Cornac Bulwark level 40
60th Pyre 124th year of Ascendancy at 09:46 see stats
By Boot Jr. the Cornac Bulwark level 50
31st Haze 124th year of Ascendancy at 09:08 see stats
By Boot Jr. the Cornac Bulwark level 50
7th Decay 124th year of Ascendancy at 19:26 see stats
By Boot Jr. the Cornac Bulwark level 21
42nd Regrowth 123rd year of Ascendancy at 03:50 see stats
By Boot Jr. the Cornac Bulwark level 40
61st Pyre 124th year of Ascendancy at 10:06 see stats
By Boot Jr. the Cornac Bulwark level 50
76th Haze 124th year of Ascendancy at 18:39 see stats
By Boot Jr. the Cornac Bulwark level 22
58th Regrowth 123rd year of Ascendancy at 01:24 see stats
By Boot Jr. the Cornac Bulwark level 27
15th Dusk 123rd year of Ascendancy at 05:21 see stats
By Boot Jr. the Cornac Bulwark level 50
3rd Regrowth 125th year of Ascendancy at 05:00 see stats
By Boot Jr. the Cornac Bulwark level 45
35th Dusk 124th year of Ascendancy at 00:45 see stats
By Boot Jr. the Cornac Bulwark level 25
6th Dusk 123rd year of Ascendancy at 17:22 see stats
By Boot Jr. the Cornac Bulwark level 34
3rd Regrowth 124th year of Ascendancy at 04:05 see stats
By Boot Jr. the Cornac Bulwark level 50
3rd Regrowth 125th year of Ascendancy at 04:58 see stats
By Boot Jr. the Cornac Bulwark level 43
22nd Dusk 124th year of Ascendancy at 16:31 see stats
By Boot Jr. the Cornac Bulwark level 49
15th Haze 124th year of Ascendancy at 08:46 see stats
By Boot Jr. the Cornac Bulwark level 32
72nd Haze 123rd year of Ascendancy at 06:50 see stats
By Boot Jr. the Cornac Bulwark level 50
3rd Regrowth 125th year of Ascendancy at 05:00 see stats
By Boot Jr. the Cornac Bulwark level 50
7th Allure 125th year of Ascendancy at 17:09 see stats
By Boot Jr. the Cornac Bulwark level 27
25th Dusk 123rd year of Ascendancy at 18:03 see stats
By Boot Jr. the Cornac Bulwark level 22
5th Pyre 123rd year of Ascendancy at 12:20 see stats
By Boot Jr. the Cornac Bulwark level 39
42nd Pyre 124th year of Ascendancy at 00:07 see stats
By Boot Jr. the Cornac Bulwark level 32
71st Haze 123rd year of Ascendancy at 14:46 see stats
By Boot Jr. the Cornac Bulwark level 29
39th Dusk 123rd year of Ascendancy at 16:58 see stats
By Boot Jr. the Cornac Bulwark level 18
6th Allure 123rd year of Ascendancy at 19:57 see stats
By Boot Jr. the Cornac Bulwark level 30
44th Dusk 123rd year of Ascendancy at 09:15 see stats
Log
Elandar is dazed!
Boot Jr. hits Elandar for 447 physical, 124 physical (571 total damage).
Elandar casts Flameshock.
Boot Jr. resists Elandar's 'Burning Shock'!
Thunderstorm hits Boot Jr. for (25 blocked), 0 lightning (0 total damage).
Elandar is not dazed anymore.
Bleeding from Boot Jr. hits Elandar for 34 physical damage.
Talent Shield Slam is ready to use.
Burning from Elandar hits Boot Jr. for (114 blocked), 0 fire (0 total damage).
Boot Jr. uses Shield Slam.
Boot Jr. performs a melee critical strike against Elandar!
Boot Jr. performs a melee critical strike against Elandar!
Boot Jr. performs a melee critical strike against Elandar!
Boot Jr. performs a melee critical strike against Elandar!
Boot Jr. performs a melee critical strike against Elandar!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
New Achievement: Tactical master!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Boot Jr. hits Elandar for 141 temporal, 391 physical, 154 temporal, 75 temporal, 141 physical (902 total damage).
Boot Jr. killed Elandar!
Burning from Elandar hits Boot Jr. for (60 blocked), 0 fire (0 total damage).
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: Selfless!
New Achievement: The Sun Still Shines!
Option unlocked: New Class: Adventurer
Saving game...
Saving done.