










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Multi-Class Challenge (Slight Edit by Rae) Arendeth's Fork (Edits by Hellcommander/Arendeth) 1.7.4Nekarcos's Quality of Life 02a: Tile Scanner (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: High Background: After watching a friend nearly rage quit ToME after failing to understand stealth mechanics. It inspired me to add more information to the UI! Adventuring Party 1.7.4Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- Two-Handed Dual-Wielding Counts 1.7.0If you are wielding a two-handed weapon in mainhand and another weapon in offhand (via Ogres' Grisly Constitution talent or various addons), arranges for your melee weapon damage to be recorded as both two-handed weapon damage and dual-wielded weapon damage for purposes of satisfying prodigy requirements (notably Windblade). Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Resourceful Wanderers 1.7.6Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. Nekarcos's Quality of Life 06: Wait-Time and Real-Time (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Masterful Wanderers 1.7.4Increase Wanderers' talent masteries to 1.3x. (if you know how to remove tags from an addon listing, please let me know) Overloads adventurer.lua. Nekarcos's Quality of Life 03: Summoning Timer (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Arcane Archer 1.7.4Adds the Arcane Archer, a warrior subclass. Class: Astromancer 1.7.0A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals. Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others. This mod should be compatible with just about everything.
Sounds remixed from samples by Mike Koenig under CC-BY 3.0 Playable Shertul Race 1.7.4Playable shertul race forked. Original content by Isaacssv552. Future updates intended but heavily limited by my own skill. Sher'tul are powerful magically inclined creatures that cannot use certain items like gloves due to them having tentacles, their incredible potential makes up for this. Now You See Me... 1.7.4Adds the Illusionist and Arcane Trickster subclasses to Tales of Maj'Eyal. Both of these classes rely on subterfuge and deception to survive. Changelog: 1.2 - Renamed Talent "Polarization" to avoid naming conflict 1.1 - Renamed Talent "Abduction" to avoid naming conflict Nekarcos's Quality of Life 09: Automation (GOLDEN) - Rando 1.7.6Fixed transmog on unequip. Gloom Blade undead race 1.7.4Adds a new undead race: Weight: 134953 CreditsWip- And all the other wonderful people on the Tome4 Discord! As in vanilla, all talent icons are from http://game-icons.net/ and licensed under CC-BY 3.0. Class icons are from https://opengameart.org/content/painterly-spell-icons-part-4 and https://opengameart.org/content/11-planet-sci-fi-set . Sounds: Changelog1.0.0 - Release Nekarcos's Quality of Life 05: Various Warnings (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
The Burning Coals 1.4.9This was created by Speeder, who has not played in 5+ years under that name. This addon is yet another OP human subrace, it features strong fire and light based racial talents, extra quests, dungeons, and items that give more character building points. The difference between this addon and the one uploaded by speeder is the racial passive on speeder's was set to reduce life reduction each talent point instead of the advertised fire damage, I removed the life regeneration reduction and re-enabled the fire damage. I did this because this race would have amazing synergy with The Shining One demented class and I wanted to do a playthrough like that. Infinite Mastery 1.7.4Increases the mastery value increase to 0.4, and removes the 1 increase limit. Originally made by jojolagger, I only bumped up addon weight so it can work with my addon collection with online profile on. Wanderer Start Tweak 1.7.6With this addon, Wanderers will not learn talent types with a minimum level greater than their current level (i.e. they will not learn high level trees before level 10). Compatability note: overwrites getBirthDescriptor("subclass", "Wanderer").copy.randventurerLearn in an unfriendly manner. Likely not compatible with other addons that alter the manner in which Wanderers learn talent categories. Spellsword 1.7.6This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Combat Turn Separators 1.7.6Combat Turn Separators (non-intrusive)This addon provides a compact, non-intrusive display of combat turn information in the game log. It helps you follow fights by showing turn counts and recent turn activity. The display is intentionally lightweight and lives in the log area so it complements existing UI and other addons.
Notes
Contributions, bug reports, and improvements are welcome at https://github.com/cmtjk/tome-combat-turn-separators. Version history
Nekarcos's Quality of Life 07: Visible Size Categories (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Nekarcos's Quality of Life 08: Life Displays (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: Very High
Artificer Class 1.7.4Adds an Artificer class to the game. Beware: Although powerful later on, artificers have a weak early game, and require a good deal of item management to succeed. This class may not be for everyone. Requires Embers of Rage DLC Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Modify Prodigies 1.7.4Modify some prodigies, empower outdated prodigies, adjust overpowered ones and introduce new ones. Dance of the Edge 1.7.4Introduces the Blade Dancer, a dual-wielding Warrior subclass whose style revolves around shifting between different forms ("dances") in order to prevail in any combat situation. Each dance is quite powerful, becoming more so with more Talent Point investment, but only a limited number of dances can be active at once. The Blade Dancer's key trait is flexibility. There are myriad ways to build this character, all of them with great potential for entertaining gameplay. Class Features:Eight New Talent Trees - Five core dances: Dance of the Moons, Storm, Torrent, Mountain, and Leaf. Each dance improves aspects of your character, as well as granting access to powerful techniques while active. Spread your talent points across multiple dances, or focus on just one or two. Other Talent trees allow you to improve your dances or even mesh them together into deadly combinations. Unique starting Area - Human, Elf, Halfling, and Dwarf Blade Dancers will start in a new, unique starting area, with a couple of novel critters and a new boss at the end. Class-Specific Quest - Upon finishing their starting area, Human, Elf, Halfling, and Dwarf Blade Dancers will gain access to a class-specific sidequest that runs parallel to the main game. Completing this quest grants access to a nice peice of equipment. Auto-Scumming - Many of the dances raise your core stats while active. To keep the player from constantly ducking in and out of menus, stat requirements for gear and talent-learning will automatically adjust to accomodate those dances that are learned, but currently inactive. Other Addon Features:New Bosses - Not every Blade Dancer is a hero. A handful of renegades roam Maj'Eyal, looking to ruin someone's day... New Boss Artifacts - ...at least those renegade Blade Dancers carry some decent gear with them. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Infinite Dungeon Merchants 1.7.6T.O.M.E version 1.7.6
13 NPC merchants will now spawn in Infinite Dungeon and will sell Talents, Class, Stat, Category & Prodigy points! Unlock Extra Lives, Increase Health and Mana! Imbue Unique items!
There are 21 Class talent categories (295 talent trees) available for purchase:Alchemy, Arcane, Celestial, Chronomancy, Psionic, Possession, Corruptions, Curses, Necromancy, Wyrmic, Summoner, Wilder Gifts, Cunning, Archery, Combat Techniques, Demonologist, Doombringer, Demented, Steamtech, Annihilator & Technomancer!
Increase character stats:Pay gold to increase: Stat, Class, Category & Prodigy points. Buy extra lives, increase health, mana, stamina & steam pool/regen. Increase physical, magical and mental critical damage and resistance.
Master jeweler:Imbue jewelry, armor & weapons. Imbue yellow/orange Unique items! You can imbue them as many times, with as many different gems as you want! Includes a custom shop that sells gems and a wide variety of rare and unique jewelry. *This is out dated, all 13 merchants from my Spell Merchants will now spawn.* *This mod IS now compatible with the campaign* ***DLC is NOT required to play this addon, talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired. I may tweak balance in the future, spell cost / npc spawn rate ect. *Still open to feedback on this* *AkaviriBlade has been removed, I will no longer kill you <3* Nekarcos's Quality of Life 04: Healing Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Wanderer pick 1 in 3 talent choice (fork) 1.7.4Make wanderer now choose one in three random talent trees instead. This is a modified version of Starsapphire's "Wanderer 3 in 1"( https://te4.org/games/addons/tome/wanderer_3in1 ) with a few tweaks. Only the first choice is seeded, the other two are random. (no longer the case since v1.0.3) -1.0.1 : -1.0.2 : -1.0.3 : Divine Class 1.7.6Adds divine class. Very OP. Improved Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. This addon is designed as a more "addon friendly" alternative to Much more Adventurous. It takes talents directly from the subclass/subrace list so it should : - Bypass race/class compatibility - Take talents trees from NPC only classes/races - Ignore the locks Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected. Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1 It should be compatible with most classes and races from other addons. Ascii Information Frames 1.7.4Oh my god this stuff is so totally cool. Outsiders 1.7.6The Sher'tul wiped out all the gods. All the gods of Eyal in any case, and only the ones that mattered, and not the ones that escapes, and some of them left fragments, and even then there are so many excpetions. Your are a minor god, either from beyond Eyal, or missed by the purge. Beneath the notice of the godkillers. But the Sher'tul are gone, and compared to the mortals you stand well above. This is a continuation of Godling which I published previously and contains the Engineered from that. The three races are: Engineered: a made godlike entity, grows with level (grows: Stats/resources/speed) Lost god: a fallen god from before the godhunt, can spend gold to 'spread faith' gaining abilities (stats/resources/speed/durability/resistances) True Demon: Inspiration for Malrokian modifications. Able to manipulate souls they have captured. Grows with time and kills (stats/resources/speed/durability/affinities) Todo: True demons are supposed to use a dialog to select which 'garden' your using your souls in. True demons should either be using addtemporary for stat gains, or I need to create a superload, as the existing method of pushing an absolute difference is considered 'not best practice' (due to the need to recalculate where stats are applied). True Full Respec Mastery Boost 1.7.6Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the bug for prodigies learning introduced v1.7. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. This version buffs the mastery increase from 0.2 to 0.4 as well. This is rolled in because mastery boosting is incompatible with category respec mods. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Custom Difficulty 1.7.6Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements. This mod will be incompatible with other mods that re-arrange the character creation screen. Wanderer Options 1.7.4Allows wanderers to use talent trees from every classes and races, including those from addons, with options. Wanderers will also start with steamguns, steamsaws, tinker implants (with Eor DLC) and the talent shoot. Added an option to start with the talents trees steamtech/physics & steamtech/chemistry. Item Description Filter Plus 1.7.4A modification to yutio's item description filter. I added a lot of item properties he has forgotten and changed how staff is dealed with. No Talent Caps 1.7.6Removes talent level caps. This is balanced to just allow to go beyond level 5 without Infinite Dungeon shenanigans, it doesn't give any advantages or points' Weight: 293587 |
| Campaign | Arena |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Engineered |
| Class | Blade Dancer |
| Level / Exp | 48 / 77% |
| Size | gargantuan |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 2165.948151139 (base 88) |
| Dexterity | 1993.6340620281 (base 31) |
| Constitution | 582 (base 12) |
| Magic | 678 (base 87) |
| Willpower | 676 (base 88) |
| Cunning | 594 (base 11) |
Resources
| Life | 7065/7065 |
| Stamina | 1828/1828 |
| Vim | 402/402 |
| Healing Factor | 2.2419856834043 |
| Regeneration | 5.4882664667013 |
Speed
| Mental | +102.40438236852% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +160.87436169155% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| ESP Range | 23 |
| ESP Kinds | insect |
Offense: Mainhand
| Damage | 1043 |
| Accuracy | 274 |
| Crit Chance | 222% |
| APR | 8 |
| Speed | 0.49 |
Offense: Offhand
| Damage | 244 |
| Accuracy | 274 |
| Crit Chance | 223% |
| APR | 10 |
| Speed | 0.49 |
Offense: Spell
| Spellpower | 164 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Mind
| Mindpower | 273 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +106% |
| Lightning | +71% |
| Light | +53% |
| Darkness | +48% |
| Blight | +50% |
| Arcane | +47% |
| Fire | +78% |
| All | +43% |
Offense: Damage Penetration
| Darkness | +10% |
| Physical | +37% |
| Cold | +37% |
| Arcane | +5% |
| Fire | +30% |
| Lightning | +19% |
Defense: Base
| Armour (hardiness) | 13 (30%) |
| Defense | 227 |
| Ranged Defense | 228 |
| Fatigue | 4 |
| Physical Save | 188 |
| Spell Save | 128 |
| Mental Save | 126 |
Defense: Resistances
| Lightning | + 70%( 70%) |
| Darkness | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Cold | + 70%( 70%) |
| All | +123%( 70%) |
Defense: Immunities
| Stun Resistance | 10% |
| Confusion Resistance | 54% |
| Pinning Resistance | 10% |
| Knockback Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 30% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 5 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 6 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 4 |
| 0 |
| 0 |
| 0 |
| Technique / Dance of Eyal | 1.30 |
| 1 |
| 1 |
| 1 |
| 1 |
| Corruption / Shadowflame | 1.30 |
| 0 |
| 0 |
| 0 |
| 0 |
| Technique / Dance of the Mountain | 1.30 |
| 1 |
| 0 |
| 0 |
| 0 |
| Technique / Master of the Dance | 1.30 |
| 7 |
| 1 |
| 5 |
| 5 |
| Technique / Dance of the Leaf | 1.30 |
| 0 |
| 0 |
| 0 |
| 0 |
| Corruption / Torture | 1.30 |
| 49 |
| 0 |
| 0 |
| 0 |
| Technique / Combat veteran | 1.30 |
| 0 |
| 0 |
| 0 |
| 0 |
| Technique / Dance of the Storm | 1.30 |
| 49 |
| 0 |
| 0 |
| 0 |
| Technique / Dance of the Torrent | 1.50 |
| 49 |
| 1 |
| 0 |
| 0 |
| Technique / Dual techniques | 1.30 |
| 1 |
| 2 |
| 0 |
| 0 |
| Technique / Dance of the Moons | 1.30 |
| 0 |
| 0 |
| 0 |
| 0 |
| Corruption / Heart of Fire | 1.30 |
| 1 |
| 0 |
| 0 |
| 0 |
| Corruption / Brutality | 1.30 |
| 1 |
| 0 |
| 0 |
| 0 |
Generic Talents
| Race / Omnipotence | 4.20 |
| 49 |
| 1 |
| 1 |
| 6 |
| Corruption / Demonic strength | 1.30 |
| 1 |
| 1 |
| 14 |
| 0 |
| Technique / Flow | 1.30 |
| 1 |
| 1 |
| 1 |
| 1 |
| Technique / Combat training | 1.60 |
| 49 |
| 1 |
| 0 |
| 2 |
| 1 |
| 0 |
| Corruption / Oppression | 1.30 |
| 0 |
| 0 |
| 0 |
| 0 |
| Technique / Mobility | 1.30 |
| 0 |
| 0 |
| 0 |
| 0 |
| Cunning / Survival | 1.30 |
| 0 |
| 0 |
| 0 |
| 0 |
| Corruption / Hexes | 1.10 |
| 0 |
| 0 |
| 0 |
| 0 |
| Adventure / Partner | 1.00 |
| 0 |
| 0 |
| 0 |
| 0 |
| 0 |
| 0 |
Effects
| talent | Dance of the Storm |
| talent | Eyal's Reprisal |
| talent | Opportune Strike |
| talent | Dance of the Torrent |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | completed |
Equipment
| On feet | dreamer's pair of rough leather boots of phasing (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego++] Arcane/Psionic While equipped: Stats +3 Mag +4 Wil +3 Cun defense ------ Armor +1 Physical save +6 (+0 eff.) Spell save +5 (+1 eff.) Mind save +6 (+1 eff.) Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown A pair of boots made of leather. |
| Light source | brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | 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. |
| On hands | rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Unarmed combat: Weapon Damage 95% Range: 1.0x-1.1x Uses 40% Wil, 40% Dex, 40% Str 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | dwarven-steel pickaxe of deeplife (dig speed 24 turns)3.0 Encumbrance T3 digger tool [Ego+] Nature While equipped: Stats +2 Str defense ------ Resistance +7% darkness Affinity +15% darkness other ------- Infravision +5 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | steel ring0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
| On fingers | steel ring of clarity0.1 Encumbrance T2 ring jewelry [Ego] Psionic While equipped: defense ------ Mind save +7 (+1 eff.) Confus Resist +24% Rings make your fingers look great! |
| Around neck | enraging voratun amulet of soulsearing0.1 Encumbrance T5 amulet jewelry [Ego++] Arcane/Master While equipped: offense ------ Critical power +15.00% Physical Power +5 (+1 eff.) Spellpower +9 (+1 eff.) Combat Speed +10% Damage +7% blight +10% fire +7% physical Amulets make your neck look great! |
| In main hand | Khulmanar's Wrath (182% power, 8 apr)3.0 Encumbrance T5 battleaxe 2H weapon [Unique] Arcane Weapon Damage 182% Range: 1.0x-1.5x Uses 40% Wil, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +8.0% Attack Speed 100% On-hit +50 fire Damage Conversion 20% fire While equipped: offense ------ Damage +20% fire Ignore resists +25% fire defense ------ Resistance +20% fire The wearer is treated as a demon. Infernal Breath: Effective talent level: 3.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 3630.63 fire damage, and flames will be left dealing a further 893.87 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
| Around waist | reinforced hardened leather belt of valiance1.0 Encumbrance T3 belt armor [Ego++] Master/Psionic While equipped: Stats +3 Wil defense ------ Armor +5 Defense +8 (+1 eff.) Physical save +14 (+1 eff.) Mind save +9 (+1 eff.) Life +63.00 A belt that goes around your waist. |
| In off hand | Umbral Razor (129% power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 129% Range: 1.0x-1.3x Uses 40% Wil, 50% Dex, 15% Mag 50% Str Damage Physical 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 20 out of 20/20. Range 10 Cooldown: 1 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 451.50 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. |
| Cloak | watchful cashmere cloak of the maelstrom (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Arcane/Psionic While equipped: offense ------ Spell Crit +4% Damage +3% lightning +5% fire +4% arcane Ignore resists +4% lightning +5% fire +5% arcane When Hit 5 lightning 4 fire 3 arcane defense ------ Defense +2 (+0 eff.) Ranged Defense +7 (+0 eff.) Resist unseen 12% other ------- Telepathy Insect Telepath range +13 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | 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 (+2 eff.) Move Speed +10% Damage +25% lightning Ignore resists +15% lightning defense ------ Defense +15 (+2 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. |
Inventory
heroism infusion (die at -443; dur 7; cd 34)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -443 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 443 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion (die at -245; dur 8; cd 30)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -245 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 245 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 519%; cd 12)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 6 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 519% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
biting gale rune (damage 95; dur 4; cd 20)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 94.51 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the sneak (range 27; phase 84; cd 12)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 27 Cooldown: 6 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 27 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 84%, your defense is increased by 84 and all your resistances by 84%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 88; cd 12)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 6 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 88 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 32; cd 20)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 10 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 32 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 395; dur 6; cd 16)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 395 damage for 6 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 124; dur 6; cd 17)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 124 damage for 6 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 50; dur 5; cd 15)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 50 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
grounding stralite amulet of willpower (+2)0.1 Encumbrance T4 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil defense ------ Resistance +22% lightning Stun Resist +32% Amulets make your neck look great! |
mindweaver's gold amulet of vision0.1 Encumbrance T3 amulet jewelry [Ego++] Nature/Psionic While equipped: Stats +2 Wil offense ------ Mindpower +7 (+1 eff.) defense ------ Mind save +7 (+1 eff.) Blind Resist +15% Confus Resist +11% other ------- Infravision +4 Sight +2 See Invisibility +7 Amulets make your neck look great! |
serendipitous copper amulet of healing0.1 Encumbrance T1 amulet jewelry [Ego+] Nature While equipped: Stats +6 Lck offense ------ Accuracy +6 (+1 eff.) defense ------ Defense +6 (+1 eff.) Resist unseen 11% Healmod +11% Cut Resist +50% Heal: Puts all charms on 35 turn cooldown Effective talent level: 1.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 8 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 913 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
steel amulet of willpower (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil Amulets make your neck look great! |
stralite amulet of willpower (+2)0.1 Encumbrance T4 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil Amulets make your neck look great! |
gold ring of the sanguine0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: defense ------ Resistance +6% bleed Life Regen +3.00 Cut Resist +22% Rings make your fingers look great! |
obscure gold ring of arcana (+0.12/turn)0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: offense ------ On-Ranged-Hit 8 shadowflame On-Hit (Melee): * 7% chance to cause random gloom defense ------ Spell save +7 (+1 eff.) Silence Resist +20% other ------- Mana/turn +0.12 Rings make your fingers look great! |
rogue's steel ring0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +4 Cun defense ------ Defense +8 (+1 eff.) Rings make your fingers look great! |
steel ring0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
titan's gold ring0.1 Encumbrance T3 ring jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Physical save +6 (+0 eff.) Rings make your fingers look great! |
treant's copper ring of life0.1 Encumbrance T1 ring jewelry [Ego++] Nature While equipped: defense ------ Resistance +5% nature +6% blight Life +44.00 Life Regen +6.00 Healmod +11% Poison Resist +11% Disease Resist +13% Rings make your fingers look great! |
voratun ring of warding0.1 Encumbrance T5 ring jewelry [Ego+] Arcane While equipped: defense ------ Resistance +21% acid +22% fire +22% lightning +18% cold Rings make your fingers look great! |
enhanced stralite battleaxe of massacre (171% power, 3 apr)3.0 Encumbrance T4 battleaxe 2H weapon [Ego+] Nature/Master Weapon Damage 171% Range: 1.0x-1.5x Uses 40% Wil, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% While equipped: Stats +9 Str +10 Dex +12 Mag +13 Wil +9 Cun +10 Con Massive two-handed battleaxes. |
chilling steel dagger of erosion (105% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Arcane/Nature Weapon Damage 106% Range: 1.0x-1.3x Uses 40% Wil, 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +7 nature +9 cold Sharp, short and deadly. |
stormbringer's dwarven-steel dagger of rage (118% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego++] Nature/Master Weapon Damage 118% Range: 1.0x-1.3x Uses 40% Wil, 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-crit, radius 2 +12 lightning +5 cold While equipped: Stats +5 Str offense ------ Move Speed +20% Damage +9% physical Ignore resists +6% lightning +8% cold Accuracy +7 (+1 eff.) Sharp, short and deadly. |
time-lost steel dagger of sundering (102% power, 11 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego+] Arcane/Master Weapon Damage 102% Range: 1.0x-1.3x Uses 40% Wil, 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +5.0% Attack Speed 100% On Hit: * 25% chance to afflict the target with Wasting, causing 440 Temporal damage over 5 turns. On Critical: * Sunder's the enemy's weapon for 5 turns. While equipped: offense ------ Physical Power +2 (+0 eff.) Damage +9% temporal Sharp, short and deadly. |
truestriking steel dagger (104% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego+] Master Weapon Damage 105% Range: 1.0x-1.3x Uses 40% Wil, 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Ignore resists +6% physical Accuracy +5 (+1 eff.) Ignore Armor +5 Sharp, short and deadly. |
voratun dagger (146% power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Normal] Weapon Damage 146% Range: 1.0x-1.3x Uses 40% Wil, 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% Sharp, short and deadly. |
blessed dwarven-steel greatmaul of vileness (151% power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Ego] Arcane Weapon Damage 151% Range: 1.0x-1.5x Uses 40% Wil, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-hit +13 blight On Hit: * 7% chance to reduce strength, dexterity, and constitution by 53 * 25% chance to afflict the target with Lightburn, causing 352 Light damage over 5 turns and reduces their armor by 36 for the duration. While equipped: offense ------ Physical Power +6 (+1 eff.) Damage +12% light Massive two-handed mauls. |
dwarven-steel greatmaul of erosion (154% power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Ego] Nature Weapon Damage 154% Range: 1.0x-1.5x Uses 40% Wil, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-hit +12 nature Massive two-handed mauls. |
iron greatmaul of massacre (130% power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Ego] Master Weapon Damage 131% Range: 1.0x-1.5x Uses 40% Wil, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% Massive two-handed mauls. |
time-lost iron greatmaul (115% power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Ego] Arcane Weapon Damage 115% Range: 1.0x-1.5x Uses 40% Wil, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On Hit: * 25% chance to afflict the target with Wasting, causing 440 Temporal damage over 5 turns. While equipped: offense ------ Physical Power +5 (+1 eff.) Damage +7% temporal Massive two-handed mauls. |
truestriking steel greatmaul of daylight (134% power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Ego+] Arcane/Master Weapon Damage 134% Range: 1.0x-1.5x Uses 40% Wil, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +10 light Damage Against +12% Undead While equipped: offense ------ Ignore resists +7% physical Accuracy +10 (+1 eff.) Ignore Armor +9 Massive two-handed mauls. |
dwarven-steel greatsword of evisceration (140% power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Ego+] Master Weapon Damage 141% Range: 1.0x-1.6x Uses 40% Wil, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Critical: * Wound the target dealing 702 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +10.0% Physical Power +12 (+1 eff.) Massive two-handed swords. |
electrified dwarven-steel greatsword of erosion (140% power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Ego] Nature/Psionic Weapon Damage 140% Range: 1.0x-1.6x Uses 40% Wil, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +10 nature On Hit: * 25% chance to afflict the target with Haywire, causing 487 Lightning damage over 5 turns and giving them a 70% chance to fail using talents. While equipped: offense ------ Mindpower +3 (+0 eff.) Damage +9% lightning Massive two-handed swords. |
frostbitten dwarven-steel greatsword of daylight (146% power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Ego] Arcane Weapon Damage 147% Range: 1.0x-1.6x Uses 40% Wil, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +10 light Damage Against +20% Undead On Hit: * 25% chance to afflict the target with Frostburn, causing 440 Cold damage over 5 turns. While equipped: offense ------ Physical Power +3 (+0 eff.) Damage +10% cold Massive two-handed swords. |
iron greatsword (108% power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Normal] Weapon Damage 108% Range: 1.0x-1.6x Uses 40% Wil, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Massive two-handed swords. |
iron greatsword of massacre (124% power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Ego] Master Weapon Damage 124% Range: 1.0x-1.6x Uses 40% Wil, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Massive two-handed swords. |
slagged steel greatsword (127% power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Arcane Weapon Damage 127% Range: 1.0x-1.6x Uses 40% Wil, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +9 fire On-Hit, radius 1 +7 acid While equipped: offense ------ Ignore resists +7% fire Massive two-handed swords. |
voratun greatsword (172% power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon [Normal] Weapon Damage 173% Range: 1.0x-1.6x Uses 40% Wil, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% Massive two-handed swords. |
runic elven-wood longbow of dexterity (+3)4.0 Encumbrance T4 longbow 2H weapon [Ego+] Arcane/Master Weapon Damage 66% Range: 1.0x-1.1x Uses 40% Wil Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 On Hit: 10% Arcane Vortex level 4 While equipped: Stats +3 Dex +3 Mag offense ------ Spellpower +11 (+1 eff.) Damage +12% arcane Ignore resists +11% physical Longbows are used to shoot arrows at your foes. |
steady ash longbow of fire4.0 Encumbrance T2 longbow 2H weapon [Ego] Arcane/Master Weapon Damage 66% Range: 1.0x-1.1x Uses 40% Wil Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-ranged-hit +11 fire While equipped: offense ------ Physical Crit +5.0% Damage +14% fire Accuracy +8 (+1 eff.) Longbows are used to shoot arrows at your foes. |
sun-touched elven-wood longbow of recursion4.0 Encumbrance T4 longbow 2H weapon [Ego+] Arcane Weapon Damage 66% Range: 1.0x-1.1x Uses 40% Wil Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 On-ranged-hit +15 light On Hit: 10% Shoot level 1 Longbows are used to shoot arrows at your foes. |
sundering ash longbow4.0 Encumbrance T2 longbow 2H weapon [Ego+] Master Weapon Damage 66% Range: 1.0x-1.1x Uses 40% Wil Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Attack Speed 100% Range +7 On Critical: * Sunders the enemy's armor for 5 turns. Longbows are used to shoot arrows at your foes. |
Butcher (159% power, 12 apr)3.0 Encumbrance T5 longsword 1H weapon [Unique] Master/Psionic Weapon Damage 160% Range: 1.0x-1.4x Uses 40% Wil, 100% Str Damage Physical 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 +7 Cun +10 Wil offense ------ Accuracy +18 (+2 eff.) other ------- Masteries +0.20 Cursed/Rampage +0.20 Cursed/Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
Stormoracle the voratun longsword (153% power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon [Random Unique] Arcane/Master/Psionic Weapon Damage 153% Range: 1.0x-1.4x Uses 40% Wil, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +13 darkness +12 light Damage Against +23% Undead +11% Living On-Hit, radius 1 +4 lightning On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +7 Str offense ------ Damage +11% physical Ignore resists +10% temporal Accuracy +16 (+2 eff.) When Hit 2 temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +6% temporal Sharp, long, and deadly. |
Sword of Potential Futures (133% power, 10 apr)3.0 Encumbrance T3 longsword 1H weapon [Unique] Arcane In the past there was a dagger with it. Weapon Damage 134% Range: 1.0x-1.4x Uses 40% Wil, 20% Mag, 80% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Spell Crit +5% Spellpower +5 (+1 eff.) Damage +5% temporal defense ------ 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 untapped potential of time. |
iron longsword (105% power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Normal] Weapon Damage 106% Range: 1.0x-1.4x Uses 40% Wil, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% Sharp, long, and deadly. |
iron longsword of dampening (101% power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Ego] Disrupt Weapon Damage 101% Range: 1.0x-1.4x Uses 40% Wil, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: defense ------ Resistance +8% acid +7% lightning +8% fire +8% cold +2% all Spell save +6 (+1 eff.) Sharp, long, and deadly. |
steel longsword of massacre (124% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego] Master Weapon Damage 124% Range: 1.0x-1.4x Uses 40% Wil, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% Sharp, long, and deadly. |
voratun longsword (153% power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon [Normal] Weapon Damage 153% Range: 1.0x-1.4x Uses 40% Wil, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% Sharp, long, and deadly. |
dwarven-steel mace (129% power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Normal] Weapon Damage 130% Range: 1.0x-1.4x Uses 40% Wil, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% Blunt and deadly. |
elemental stralite mace of enduring (149% power, 5 apr)3.0 Encumbrance T4 mace 1H weapon [Ego++] Arcane/Nature Weapon Damage 149% Range: 1.0x-1.4x Uses 40% Wil, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On Hit: * Create an explosion dealing 211 lightning damage (1/turn) While equipped: Stats +10 Con +7 Wil offense ------ Damage +13% lightning Ignore resists +16% lightning defense ------ Life +19.00 Blunt and deadly. |
hateful stralite mace of erosion (148% power, 5 apr)3.0 Encumbrance T4 mace 1H weapon [Ego] Nature/Psionic Weapon Damage 149% Range: 1.0x-1.4x Uses 40% Wil, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On-hit +9 nature +10 darkness Damage Against +5% Living Blunt and deadly. |
plaguebringer's iron mace (107% power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Ego+] Arcane Weapon Damage 107% Range: 1.0x-1.4x Uses 40% Wil, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On-hit +6 blight On Hit: 20% Epidemic level 1 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 53 While equipped: defense ------ Disease Resist +10% Blunt and deadly. |
slime-covered iron mace of erosion (108% power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Ego] Nature/Disrupt Weapon Damage 108% Range: 1.0x-1.4x Uses 40% Wil, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On-hit +7 nature On Hit: * 5% chance to slow global speed by 127% Blunt and deadly. |
steel mace (108% power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Normal] Weapon Damage 108% Range: 1.0x-1.4x Uses 40% Wil, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% Blunt and deadly. |
steel mace (109% power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Normal] Weapon Damage 109% Range: 1.0x-1.4x Uses 40% Wil, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% Blunt and deadly. |
stralite mace (143% power, 5 apr)3.0 Encumbrance T4 mace 1H weapon [Normal] Weapon Damage 144% Range: 1.0x-1.4x Uses 40% Wil, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% Blunt and deadly. |
creative pulsing mindstar of sand (107% power, 32 apr, nature damage)3.0 Encumbrance T4 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 107% Range: 1.0x-1.1x Uses 90% Wil, 30% Cun Damage Nature 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 offense ------ Mind Crit +4% Critical power +13.00% Mindpower +8 (+1 eff.) On-Hit 9 physical Damage +10% physical Ignore resists +9% physical defense ------ Resistance +11% physical 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. |
gifted mossy mindstar (75% power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature Weapon Damage 75% Range: 1.0x-1.1x Uses 90% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +5 (+0 eff.) 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. |
horrifying thorny mindstar of clarity (93% power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 93% Range: 1.0x-1.1x Uses 90% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+1 eff.) On-Hit 5 mind 5 darkness Damage +5% mind +4% darkness defense ------ Mind save +3 (+1 eff.) other ------- Max psi +23.00 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. |
nature's living mindstar of life (114% power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon [Ego] Nature Weapon Damage 114% Range: 1.0x-1.1x Uses 90% Wil, 30% Cun Damage Nature 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: offense ------ Mind Crit +5% Mindpower +10 (+1 eff.) Damage +7% nature defense ------ Resistance +7% blight Life +38.00 Life Regen +0.50 Disease Resist +22% 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. |
nature's vined mindstar (83% power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature Weapon Damage 84% Range: 1.0x-1.1x Uses 90% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+0 eff.) Damage +3% nature defense ------ Resistance +3% blight Disease Resist +12% 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. |
thorny mindstar (100% power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Normal] Nature Weapon Damage 100% Range: 1.0x-1.1x Uses 90% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+1 eff.) 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. |
thorny mindstar of life (94% power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego] Nature Weapon Damage 95% Range: 1.0x-1.1x Uses 90% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+1 eff.) defense ------ Life +21.00 Life Regen +0.70 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. |
vined mindstar (83% power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Normal] Nature Weapon Damage 84% Range: 1.0x-1.1x Uses 90% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+0 eff.) 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. |
vined mindstar of balance (83% power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature Weapon Damage 84% Range: 1.0x-1.1x Uses 90% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+0 eff.) defense ------ Physical save +4 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) other ------- EQ when Hit +0.90 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. |
hardened leather sling of piercing4.0 Encumbrance T3 sling 1H weapon [Ego+] Master Weapon Damage 66% Range: 1.0x-1.1x Uses 40% Wil Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 While equipped: offense ------ Ignore resists +7% all Accuracy +11 (+1 eff.) Ignore Armor +9 Slings are used to hurl stones or metal shots at your foes. |
Eclipse (117% power, 4 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane Weapon Damage 117% Range: 1.0x-1.2x Uses 110% Mag, 40% Wil Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +12 (+2 eff.) Damage +15% darkness +15% physical +15% light +15% temporal other ------- Positive/turn +0.10 Negative/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Meteor Staff (120% power, 4 apr, fire element) Meteor Staff (120% power, 4 apr, fire element)5.0 Encumbrance T4 staff 2H weapon [Unique] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 130% Mag, 40% Wil Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spellpower +35 (+4 eff.) Damage +25% fire other ------- Talents +1 Meteor Shower +1 Meteor Storm Cooldown Starstrike -2 Masteries +0.20 Celestial/Meteor Small meteoric stones swirl around the tip of this ashen-wood staff |
ash starstaff (111% power, 3 apr, temporal element)5.0 Encumbrance T2 staff 2H weapon [Normal] Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag, 40% Wil Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+1 eff.) Damage +15% temporal other ------- Talents +1 Command Staff This staff offers 15% bonus to temporal damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
ash starstaff (111% power, 3 apr, physical element)5.0 Encumbrance T2 staff 2H weapon [Normal] Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag, 40% Wil Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+1 eff.) Damage +15% physical other ------- Talents +1 Command Staff This staff offers 15% bonus to physical damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff (111% power, 3 apr, acid element)5.0 Encumbrance T2 staff 2H weapon [Normal] Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag, 40% Wil Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+1 eff.) Damage +15% acid other ------- Talents +1 Command Staff This staff offers 15% bonus to acid damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff (136% power, 6 apr, acid element)5.0 Encumbrance T5 staff 2H weapon [Normal] Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag, 40% Wil Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +15 (+2 eff.) Damage +30% acid other ------- Talents +1 Command Staff This staff offers 30% bonus to acid damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
earthen elven-wood magestaff of fate (129% power, 5 apr, arcane element)5.0 Encumbrance T4 staff 2H weapon [Ego] Arcane Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag, 40% Wil Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +9% Spellpower +12 (+2 eff.) Damage +25% arcane defense ------ Armor +6 Hardiness +5% Physical save +15 (+1 eff.) Spell save +9 (+1 eff.) Mind save +9 (+1 eff.) other ------- Talents +1 Command Staff This staff offers 25% bonus to arcane damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
elm starstaff of channeling (100% power, 2 apr, physical element)5.0 Encumbrance T1 staff 2H weapon [Ego+] Arcane Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag, 40% Wil Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +13 (+2 eff.) Damage +10% physical other ------- Mana/turn +0.13 Talents +1 Command Staff This staff offers 10% bonus to physical damage. (included above) Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
ethereal yew starstaff of breaching (120% power, 4 apr, temporal element)5.0 Encumbrance T3 staff 2H weapon [Ego++] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag, 40% Wil Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +13 (+2 eff.) Damage +20% temporal Ignore resists +10% temporal Ignore Shields +15% defense ------ Defense +13 (+1 eff.) Shield Power +5% other ------- Talents +1 Command Staff This staff offers 20% bonus, 10% penetration to temporal damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
greater elven-wood starstaff of wizardry (129% power, 5 apr, physical element)5.0 Encumbrance T4 staff 2H weapon [Ego++] Arcane Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag, 40% Wil Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +4 Mag +2 Wil offense ------ Spell Crit +4% Spellpower +23 (+3 eff.) Damage +25% physical +25% temporal +25% darkness +25% light other ------- Max mana +90.00 Talents +1 Command Staff This staff offers 25% bonus to light, darkness, temporal, physical damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
infernal dragonbone magestaff of channeling (136% power, 6 apr, arcane element)5.0 Encumbrance T5 staff 2H weapon [Ego++] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag, 40% Wil Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Critical power +25.00% Spellpower +38 (+4 eff.) On-Hit 22 fire Damage +30% arcane other ------- Mana/turn +0.28 See Invisibility +12 Talents +1 Command Staff This staff offers 30% bonus to arcane damage. (included above) Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
infernal elven-wood vilestaff (129% power, 5 apr, acid element)5.0 Encumbrance T4 staff 2H weapon [Ego+] Arcane Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag, 40% Wil Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Critical power +23.00% Spellpower +18 (+2 eff.) On-Hit 21 fire Damage +25% acid other ------- See Invisibility +11 Talents +1 Command Staff This staff offers 25% bonus to acid damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
lifebinding elven-wood vilestaff of might (129% power, 5 apr, acid element)5.0 Encumbrance T4 staff 2H weapon [Ego+] Arcane/Nature Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag, 40% Wil Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +5 Con offense ------ Spell Crit +13% Spellpower +21 (+3 eff.) Damage +25% acid defense ------ Life Regen +0.90 Healmod +25% other ------- Talents +1 Command Staff This staff offers 25% bonus to acid damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
potent ash vilestaff of might (115% power, 3 apr, blight element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 115% Range: 1.0x-1.2x Uses 80% Mag, 40% Wil Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +8 (+1 eff.) Damage +17% blight other ------- Talents +1 Command Staff This staff offers 17% bonus to blight damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
surging dragonbone vilestaff (136% power, 6 apr, acid element)5.0 Encumbrance T5 staff 2H weapon [Ego] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag, 40% Wil Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +15 (+2 eff.) Spellpower/crit +8 Damage +30% acid other ------- Talents +1 Command Staff This staff offers 30% bonus to acid damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
sundering voratun steamgun4.0 Encumbrance T5 steamgun 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Weapon Damage 66% Range: 1.0x-1.1x Uses 40% Wil Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +21 Attack Speed 100% Range +10 Projectile Speed +600% On Critical: * Sunder's the enemy's weapon for 5 turns. Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
balanced deep-steel trident (132% power, 10 apr)3.0 Encumbrance T3 trident 2H weapon [Ego] Master Weapon Damage 133% Range: 1.0x-1.6x Uses 40% Wil, 120% Str Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Accuracy +12 (+1 eff.) defense ------ Defense +12 (+1 eff.) Disarm Resist +39% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
blazebringer's orite trident of massacre (165% power, 13 apr)3.0 Encumbrance T4 trident 2H weapon [Ego+] Nature/Master Weapon Damage 165% Range: 1.0x-1.6x Uses 40% Wil, 120% Str Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +13 Critical Rate +3.5% Attack Speed 100% On-crit, radius 2 +52 fire While equipped: offense ------ Global Speed +7% Ignore resists +17% fire A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
deep-steel trident of evisceration (136% power, 10 apr)3.0 Encumbrance T3 trident 2H weapon [Ego+] Master Weapon Damage 137% Range: 1.0x-1.6x Uses 40% Wil, 120% Str Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +2.5% Attack Speed 100% On Critical: * Wound the target dealing 702 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +10.0% Physical Power +10 (+1 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
orichalcum trident of rage (167% power, 16 apr)3.0 Encumbrance T5 trident 2H weapon [Ego+] Master Weapon Damage 167% Range: 1.0x-1.6x Uses 40% Wil, 120% Str Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +16 Critical Rate +4.0% Attack Speed 100% While equipped: Stats +7 Str offense ------ Damage +13% physical Accuracy +19 (+2 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
stormbringer's orite trident of erosion (150% power, 13 apr)3.0 Encumbrance T4 trident 2H weapon [Ego+] Nature Weapon Damage 151% Range: 1.0x-1.6x Uses 40% Wil, 120% Str Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +13 Critical Rate +3.5% Attack Speed 100% On-hit +19 nature On-crit, radius 2 +31 lightning +31 cold While equipped: offense ------ Move Speed +39% Ignore resists +13% lightning +10% cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
stormbringer's orite trident of torment (151% power, 13 apr)3.0 Encumbrance T4 trident 2H weapon [Ego++] Nature/Psionic Weapon Damage 152% Range: 1.0x-1.6x Uses 40% Wil, 120% Str Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +13 Critical Rate +3.5% Attack Speed 100% On-crit, radius 2 +41 lightning +40 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: offense ------ Move Speed +43% Ignore resists +19% lightning +24% cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
truestriking orichalcum trident of erosion (165% power, 16 apr)3.0 Encumbrance T5 trident 2H weapon [Ego+] Nature/Master Weapon Damage 165% Range: 1.0x-1.6x Uses 40% Wil, 120% Str Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +16 Critical Rate +4.0% Attack Speed 100% On-hit +21 nature While equipped: offense ------ Ignore resists +13% physical Accuracy +30 (+3 eff.) Ignore Armor +14 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
warbringer's orite trident of venom (151% power, 13 apr)3.0 Encumbrance T4 trident 2H weapon [Ego++] Master Weapon Damage 151% Range: 1.0x-1.6x Uses 40% Wil, 120% Str Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +13 Critical Rate +3.5% Attack Speed 100% On Critical: * The target is poisoned and sick, doing nature damage per turn. Each time it tries to use a talent there is 20% chance of failure. Damage is based on Cunning. While equipped: Stats +3 Con offense ------ Physical Power +7 (+1 eff.) Ignore resists +10% physical defense ------ Disarm Resist +24% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
acidic iron waraxe (101% power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Ego] Arcane Weapon Damage 101% Range: 1.0x-1.4x Uses 40% Wil, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Critical: * Splash the target with acid dealing 352 damage over 5 turns and reducing armor and accuracy by 44 One-handed war axes. |
iron waraxe (102% power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Normal] Weapon Damage 102% Range: 1.0x-1.4x Uses 40% Wil, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% One-handed war axes. |
iron waraxe (100% power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Normal] Weapon Damage 100% Range: 1.0x-1.4x Uses 40% Wil, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% One-handed war axes. |
steel waraxe of amnesia (105% power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego+] Psionic Weapon Damage 106% Range: 1.0x-1.4x Uses 40% Wil, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 15 turns (checks Confusion immunity) One-handed war axes. |
truestriking dwarven-steel waraxe of massacre (137% power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Ego+] Master Weapon Damage 137% Range: 1.0x-1.4x Uses 40% Wil, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Ignore resists +7% physical Accuracy +11 (+1 eff.) Ignore Armor +10 One-handed war axes. |
twilight dwarven-steel waraxe of massacre (132% power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Ego] Arcane/Master Weapon Damage 133% Range: 1.0x-1.4x Uses 40% Wil, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +7 light On-Hit, radius 1 +6 darkness While equipped: offense ------ Ignore resists +6% darkness One-handed war axes. |
abomination's hardened leather belt of transcendence1.0 Encumbrance T3 belt armor [Ego+] Arcane/Psionic While equipped: offense ------ Mindpower +4 (+0 eff.) Damage +7% nature Ignore resists +8% nature defense ------ Resistance +5% mind Physical save +7 (+0 eff.) A belt that goes around your waist. |
blurring rough leather belt1.0 Encumbrance T1 belt armor [Ego] Master While equipped: defense ------ Defense +9 (+1 eff.) Stealth +6 A belt that goes around your waist. |
Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+1 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+1 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
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 (+2 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. |
dispeller's silk robe (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego+] Arcane While equipped: defense ------ Resistance +8% lightning +10% darkness +9% light +10% blight +8% fire +8% cold +13% all Physical save +13 (+1 eff.) Spell save +24 (+3 eff.) Mind save +14 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven cashmere robe of alchemy (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego++] Arcane/Nature While equipped: Stats +4 Str +6 Mag +4 Wil offense ------ Damage +10% lightning +12% physical +9% fire +19% cold +9% acid defense ------ Resistance +6% lightning +10% physical +12% acid +17% cold +11% fire +11% all other ------- Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken silk robe (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag +4 Wil offense ------ Spell Crit +3% Spellpower +5 (+1 eff.) Damage +13% arcane +17% temporal defense ------ Resistance +13% all other ------- Max mana +62.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of drakeskin leather boots of impact (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Ego+] Master While equipped: Stats +4 Con defense ------ Armor +5 Jump to a nearby location within range 6. The impact of your landing deals 5821 physical damage (based on Strength), and knocks all enemies in a radius of 3 back up to 3 spaces away. Uses 40 power out of 40/40 A pair of boots made of leather. |
pair of dwarven-steel boots (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Normal] While equipped: defense ------ Armor +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Normal] While equipped: defense ------ Armor +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots of impact (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego+] Master While equipped: Stats +3 Con defense ------ Armor +4 Fatigue +3% Jump to a nearby location within range 6. The impact of your landing deals 5821 physical damage (based on Strength), and knocks all enemies in a radius of 3 back up to 3 spaces away. Uses 40 power out of 40/40 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots of kicking (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego+] Master While equipped: offense ------ Accuracy +10 (+1 eff.) defense ------ Armor +3 Physical save +9 (+1 eff.) Knockback Kick: Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 16 Travel.spd instantaneous Description: You kick your foe back, booting it for 100% weapon damage, knocking it back 4 tiles, and stunning it for 3 turns, as well as knocking aside all foes in its path. A pair of boots made of leather. |
pair of iron boots of speed (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Move Speed +25% defense ------ Armor +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Normal] While equipped: defense ------ Armor +1 A pair of boots made of leather. |
blighted hardened leather gloves of strength (+4) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Arcane/Master While equipped: Stats +4 Str offense ------ Physical Power +8 (+1 eff.) On-Hit 7 blight Damage +5% blight defense ------ Armor +2 Resistance +5% blight Unarmed combat: Weapon Damage 125% Range: 1.0x-1.1x Uses 40% Wil, 40% Cun, 40% Dex 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +8 blight On Hit: 20% Soul Rot level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Normal] While equipped: defense ------ Armor +2 Fatigue +3% Unarmed combat: Weapon Damage 122% Range: 1.0x-1.4x Uses 40% Wil, 40% Dex, 40% Str 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +15 (+1 eff.) defense ------ Armor +2 Unarmed combat: Weapon Damage 116% Range: 1.0x-1.1x Uses 40% Wil, 40% Dex, 40% Str 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +8 Ignore Armor +3 Critical Rate +10.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves of strength (+4) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Master While equipped: Stats +4 Str offense ------ Physical Power +8 (+1 eff.) defense ------ Armor +2 Unarmed combat: Weapon Damage 121% Range: 1.0x-1.1x Uses 40% Wil, 40% Dex, 40% Str 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% Unarmed combat: Weapon Damage 102% Range: 1.0x-1.4x Uses 40% Wil, 40% Dex, 40% Str 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
cashmere wizard hat of fire (+15%) (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego] Nature While equipped: offense ------ Damage +10% fire defense ------ Defense +2 (+0 eff.) Resistance +15% fire A pointy cloth hat, very wizardly... |
cleansing hardened leather cap of constitution (+5) (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego] Disrupt/Master While equipped: Stats +5 Con defense ------ Armor +3 Fatigue +3% Resistance +6% nature +8% blight A cap made of leather. |
dwarven-steel helm of dexterity (+4) (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego] Master While equipped: Stats +4 Dex defense ------ Armor +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cleansing dwarven-steel mail armour (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Ego] Disrupt While equipped: defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +12% nature +10% blight A suit of armour made of mail. |
cleansing steel mail armour of clarity (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Disrupt/Psionic While equipped: defense ------ Armor +6 Defense +2 (+0 eff.) Fatigue +12% Resistance +11% blight +12% nature +6% mind Mind save +11 (+2 eff.) A suit of armour made of mail. |
cleansing steel mail armour of lightning resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Disrupt/Master While equipped: defense ------ Armor +6 Defense +2 (+0 eff.) Fatigue +12% Resistance +12% blight +11% nature +15% lightning A suit of armour made of mail. |
dwarven-steel mail armour (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Normal] While equipped: defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Normal] While equipped: defense ------ Armor +4 Defense +2 (+0 eff.) Fatigue +12% A suit of armour made of mail. |
luminate stralite mail armour of clarity (4 def, 8 armour)14.0 Encumbrance T4 heavy armor [Ego+] Arcane/Psionic While equipped: offense ------ On-Hit 12 light 8 temporal When Hit 12 light 10 temporal defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +12% Resistance +13% temporal +14% light +7% mind Mind save +11 (+2 eff.) A suit of armour made of mail. |
steel mail armour (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Normal] While equipped: defense ------ Armor +6 Defense +2 (+0 eff.) Fatigue +12% A suit of armour made of mail. |
cured leather armour of resilience (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Nature While equipped: defense ------ Armor +4 Defense +6 (+1 eff.) Fatigue +7% Life +26.00 A suit of armour made of leather. |
duelist's reinforced leather armour of Eyal (17 def, 12 armour)9.0 Encumbrance T4 light armor [Ego++] Nature/Master While equipped: Stats +6 Cun +8 Dex defense ------ Armor +12 Defense +17 (+2 eff.) Fatigue +8% Life +33.00 Life Regen +5.00 Healmod +14% A suit of armour made of leather. |
hardened leather armour of the deep (9 def, 9 armour)9.0 Encumbrance T3 light armor [Ego+] Nature While equipped: defense ------ Armor +9 Defense +9 (+1 eff.) Fatigue +8% Resistance +6% acid +7% cold other ------- Breathe water A suit of armour made of leather. |
rejuvenating reinforced leather armour (12 def, 7 armour)9.0 Encumbrance T4 light armor [Ego] Nature While equipped: defense ------ Armor +7 Defense +12 (+1 eff.) Fatigue +8% Life Regen +2.80 other ------- Stamina/turn +1.10 A suit of armour made of leather. |
reviled reinforced leather armour (12 def, 7 armour)9.0 Encumbrance T4 light armor [Ego+] Arcane While equipped: offense ------ On-Hit 12 lightning 11 blight When Hit 12 lightning 8 blight defense ------ Armor +7 Defense +12 (+1 eff.) Fatigue +8% Resistance +13% lightning +14% blight A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
rough leather armour of command (10 def, 6 armour)9.0 Encumbrance T1 light armor [Ego+] Psionic While equipped: Stats +1 Cun defense ------ Armor +6 Defense +10 (+1 eff.) Fatigue +6% Mind save +10 (+2 eff.) A suit of armour made of leather. |
spiritbound drakeskin leather armour of fire resistance (20 def, 8 armour)9.0 Encumbrance T5 light armor [Ego] Disrupt/Master While equipped: defense ------ Armor +8 Defense +20 (+2 eff.) Fatigue +8% Resistance +14% physical +16% nature +23% fire Resist Against +10% Animal A suit of armour made of leather. |
archaic stralite plate armour of the deep (0 def, 15 armour)17.0 Encumbrance T4 massive armor Reqs - Massive armour training [Ego++] Arcane/Nature While equipped: Stats +5 Mag +5 Con defense ------ Armor +15 Fatigue +22% Resistance +10% acid +9% cold Spell save +19 (+3 eff.) other ------- Breathe water A suit of armour made of metal plates. |
iron plate armour of lightning resistance (0 def, 7 armour)17.0 Encumbrance T1 massive armor Reqs - Massive armour training [Ego] Master While equipped: defense ------ Armor +7 Fatigue +22% Resistance +15% lightning A suit of armour made of metal plates. |
steel plate armour (0 def, 9 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training [Normal] While equipped: defense ------ Armor +9 Fatigue +22% A suit of armour made of metal plates. |
Black Mesh (8 def, 2 armour, 150% power, 120 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Unique] Nature When used to Attack: Weapon Damage 150% Range: 1.0x-1.2x Uses 40% Wil, 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +120 While equipped: Stats +5 Wil offense ------ On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it defense ------ Armor +2 Defense +8 (+1 eff.) Ranged Defense +8 (+1 eff.) Fatigue +6% Resistance +25% blight +25% darkness other ------- Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Fire Dragon Shield (16 def, 9 armour, 170% power, 220 block)7.0 Encumbrance T4 shield armor Reqs - Shield usage training [Unique] Nature/Master When used to Attack: Weapon Damage 170% Range: 1.0x-1.2x Uses 40% Wil, 100% Str Damage Fire 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 (+2 eff.) Ranged Defense +15 (+1 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. |
acidic dwarven-steel shield of mind resistance (+10%) (0 def, 6 armour, 132% power, 80.5 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Ego] Nature/Psionic When used to Attack: Weapon Damage 133% Range: 1.0x-1.2x Uses 40% Wil, 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +80 On Hit: * 13% chance to reduce armor by 64% While equipped: offense ------ On-Hit 7 acid When Hit 9 acid defense ------ Armor +6 Fatigue +8% Resistance +10% mind other ------- Talents +1 Block Handheld deflection devices. |
acidic dwarven-steel shield of patience (0 def, 6 armour, 143% power, 85.5 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Ego+] Arcane/Nature When used to Attack: Weapon Damage 144% Range: 1.0x-1.2x Uses 40% Wil, 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +86 On Hit: * 13% chance to reduce armor by 64% While equipped: offense ------ On-Hit 7 acid When Hit 7 acid defense ------ Armor +6 Fatigue +8% Resistance +13% temporal other ------- Talents +1 Block Temporal Shield: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range 10 Cooldown: 9 Travel.spd instantaneous Is: a spell and usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (548) is absorbed, or the time runs out (7 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
crackling steel shield (0 def, 4 armour, 114% power, 41.5 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Ego+] Arcane When used to Attack: Weapon Damage 114% Range: 1.0x-1.2x Uses 40% Wil, 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +42 On-hit +13 lightning While equipped: Stats +3 Dex offense ------ When Hit 3 lightning defense ------ Armor +4 Fatigue +8% Resistance +10% lightning other ------- Talents +1 Block Handheld deflection devices. |
dwarven-steel shield of lightning resistance (+20%) (0 def, 6 armour, 140% power, 77.5 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Ego] Master When used to Attack: Weapon Damage 141% Range: 1.0x-1.2x Uses 40% Wil, 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +78 While equipped: defense ------ Armor +6 Fatigue +8% Resistance +20% lightning other ------- Talents +1 Block Handheld deflection devices. |
shocking iron shield of cold resistance (+15%) (0 def, 2 armour, 96% power, 24 block)7.0 Encumbrance T1 shield armor Reqs - Shield usage training [Ego] Nature/Master When used to Attack: Weapon Damage 96% Range: 1.0x-1.2x Uses 40% Wil, 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +24 While equipped: offense ------ On-Hit 5 lightning When Hit 2 lightning defense ------ Armor +2 Fatigue +8% Resistance +15% cold other ------- Talents +1 Block Handheld deflection devices. |
steel shield (0 def, 4 armour, 117% power, 39 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Normal] When used to Attack: Weapon Damage 117% Range: 1.0x-1.2x Uses 40% Wil, 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +39 While equipped: defense ------ Armor +4 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
stralite shield of patience (0 def, 8 armour, 165% power, 141.5 block)7.0 Encumbrance T4 shield armor Reqs - Shield usage training [Ego+] Arcane When used to Attack: Weapon Damage 166% Range: 1.0x-1.2x Uses 40% Wil, 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +142 While equipped: defense ------ Armor +8 Fatigue +8% Resistance +14% temporal other ------- Talents +1 Block Temporal Shield: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 5.0 Power cost 30 out of 30/30. Range 10 Cooldown: 9 Travel.spd instantaneous Is: a spell and usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (831) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
high-capacity quiver of elven-wood arrows of giant slaying (44/44, 154% power, 14 apr)3.0 Encumbrance T4 arrow ammo [Ego] Arcane/Master Weapon Damage 154% Range: 1.0x-1.4x Uses 40% Wil, 70% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +2.5% Capacity 44 On-ranged-hit +14 physical Damage Against +38% Giant While equipped: other ------- Reload +2 Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows of erosion (16/19, 118% power, 7 apr)3.0 Encumbrance T2 arrow ammo [Ego] Nature Weapon Damage 118% Range: 1.0x-1.4x Uses 40% Wil, 70% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 19 On-ranged-hit +14 nature Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows (20/20, 140% power, 10 apr)3.0 Encumbrance T3 arrow ammo [Normal] Weapon Damage 140% Range: 1.0x-1.4x Uses 40% Wil, 70% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 20 Arrows are used with bows to pierce your foes to death. |
1186 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. |
2 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. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+0 eff.) Spell save +4 (+0 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+0 eff.) Spell save +4 (+0 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
pouch of steel shots of daylight (15/15, 123% power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego] Arcane Weapon Damage 123% Range: 1.0x-1.2x Uses 40% Wil, 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 15 On-ranged-hit +7 light Damage Against +7% Undead Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of stralite shots (18/18, 150% power, 5 apr)3.0 Encumbrance T4 shot ammo [Ego+] Psionic Weapon Damage 150% Range: 1.0x-1.2x Uses 40% Wil, 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 18 On-ranged-hit +13 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 682 physical damage Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of voratun shots of crippling (20/20, 163% power, 6 apr)3.0 Encumbrance T5 shot ammo [Ego++] Master/Psionic Weapon Damage 163% Range: 1.0x-1.2x Uses 40% Wil, 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +16.0% Capacity 20 On-ranged-hit +13 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 682 physical damage On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
stralite torque of gale force [power 290] (15 cooldown)2.0 Encumbrance T4 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 597 physical damage Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
piercing elm totem of stinging [power 116] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 166 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
piercing elven-wood totem of thorny skin [power 52] (20 cooldown)2.0 Encumbrance T4 totem charm [Ego+] Nature Harden the skin for 7 turns increasing armour by 52 and armour hardiness by 60% Puts all charms on 20 turn cooldown 100% to increase all damage penetration by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
powerful ash totem of stinging [power 170] (15 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Sting an enemy dealing 243 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase all damage by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
evasive elven-wood wand of lightning storm [power 338] (15 cooldown)2.0 Encumbrance T4 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 115 lightning damage and will be dazed for 1 turn (578 total damage) Puts all charms on 15 turn cooldown 100% to gain a 21% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
evasive yew wand of lightning storm [power 242] (15 cooldown)2.0 Encumbrance T3 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 82 lightning damage and will be dazed for 1 turn (414 total damage) Puts all charms on 15 turn cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
focusing yew wand of lightning storm [power 254] (15 cooldown)2.0 Encumbrance T3 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 86 lightning damage and will be dazed for 1 turn (434 total damage) Puts all charms on 15 turn cooldown 100% to reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered dragonbone wand of lightning storm [power 866] (22 cooldown)2.0 Encumbrance T5 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 296 lightning damage and will be dazed for 1 turn (1482 total damage) Puts all charms on 22 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick ash wand of lightning storm [power 140] (12 cooldown)2.0 Encumbrance T2 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 47 lightning damage and will be dazed for 1 turn (239 total damage) Puts all charms on 12 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick ash wand of lightning storm [power 152] (11 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 52 lightning damage and will be dazed for 1 turn (260 total damage) Puts all charms on 11 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
soothing elven-wood wand of conjuration [power 350] (15 cooldown)2.0 Encumbrance T4 wand charm [Ego] Arcane Fire a magical bolt dealing 501 acid damage Puts all charms on 15 turn cooldown 100% to heal for 55. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
soothing yew wand of clairvoyance [power 11] (15 cooldown)2.0 Encumbrance T3 wand charm [Ego+] Arcane Reveal the area around you, dispelling darkness (radius 11, power 203 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 turn cooldown 100% to heal for 32. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+1 eff.) Physical save +10 (+1 eff.) Spell save +10 (+1 eff.) Mind save +10 (+2 eff.) Item imbue powers: Defense +10 (+1 eff.) Physical save +10 (+1 eff.) Spell save +10 (+1 eff.) Mind save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
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. |
WINNER!
Well done! You have won the Arena: Challenge of the Master
You valiantly fought every creature the arena could throw at you and you emerged victorious!
Glory to you, you are now the new master and your future characters will challenge you.
Achievements
Arena Battler 20 (Madness (Roguelike) difficulty)
Got to wave 20 in the arena.By Nakka the Engineered Blade Dancer level 19
76th Pyre 122nd year of Ascendancy at 02:40 see stats
Arena Battler 50 (Madness (Roguelike) difficulty)
Got to wave 50 in the arena.By Nakka the Engineered Blade Dancer level 43
79th Pyre 122nd year of Ascendancy at 11:38 see stats
Grand Master (Madness (Roguelike) difficulty)
Earned the rank of Grand Master in the arena.By Nakka the Engineered Blade Dancer level 26
76th Pyre 122nd year of Ascendancy at 18:02 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Nakka the Engineered Blade Dancer level 10
75th Pyre 122nd year of Ascendancy at 01:40 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Nakka the Engineered Blade Dancer level 20
76th Pyre 122nd year of Ascendancy at 03:19 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By Nakka the Engineered Blade Dancer level 30
77th Pyre 122nd year of Ascendancy at 06:24 see stats
Level 40 (Madness (Roguelike) difficulty)
Got a character to level 40.By Nakka the Engineered Blade Dancer level 40
78th Pyre 122nd year of Ascendancy at 20:16 see stats
Master of Arena (Madness (Roguelike) difficulty)
Became the new master of the arena in 60-wave mode.By Nakka the Engineered Blade Dancer level 48
1st Mirth 122nd year of Ascendancy at 13:53 see stats
Overpowered! (Madness (Roguelike) difficulty)
Did over 6000 damage in one attack.By Nakka the Engineered Blade Dancer level 35
78th Pyre 122nd year of Ascendancy at 09:48 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By Nakka the Engineered Blade Dancer level 19
76th Pyre 122nd year of Ascendancy at 02:32 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Nakka the Engineered Blade Dancer level 15
75th Pyre 122nd year of Ascendancy at 14:22 see stats
The bigger the better! (Madness (Roguelike) difficulty)
Did over 3000 damage in one attack.By Nakka the Engineered Blade Dancer level 23
76th Pyre 122nd year of Ascendancy at 15:00 see stats
XXX the Destroyer (Madness (Roguelike) difficulty)
Earned the rank of Destroyer in the arena.By Nakka the Engineered Blade Dancer level 20
76th Pyre 122nd year of Ascendancy at 05:23 see stats
Log
Waiting starts...
---------- Turn 69 ----------
Talent Incinerating Blows is ready to use.
---------- Turn 70 ----------
---------- Turn 71 ----------
Talent Pain Enhancement System is ready to use.
---------- Turn 72 ----------
---------- Turn 73 ----------
---------- Turn 74 ----------
Talent Flurry is ready to use.
---------- Combat ended after 75 turn(s) ----------
Waited for 101 turns.
There is an item here: orichalcum trident (164% power, 16 apr)
Ran for 3 turns (stop reason: object seen).
There is an item here: orichalcum trident (164% power, 16 apr)
Ran for 2 turns (stop reason: object seen).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an item here: hateful dwarven-steel longsword of erosion (127% power, 4 apr)
Ran for 4 turns (stop reason: object seen).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an item here: twilight orichalcum trident of massacre (179% power, 16 apr)
Ran for 10 turns (stop reason: object seen).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.

















































































































































































