












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Opague Tooltips 1.5.5Tired of messy looking tooltips, or squinting when trying to read them? Squint no more!! This mod removes the transparency of the tooltips, making them easier to read! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Yeek |
Class | Mindslayer |
Level / Exp | 50 / 1469% |
Size | medium |
Lifes / Deaths | Killed by Ivetha the degenerated skeleton warrior at level 10 on the 2nd Summertide 122nd year of Ascendancy at 01:41 / 8Killed by Yvekira the Guardian at level 34 on the 30th Dusk 123rd year of Ascendancy at 16:07 Killed by Gizmo at level 42 on the 3rd Pyre 126th year of Ascendancy at 06:38 Killed by Gizmo at level 44 on the 40th Pyre 126th year of Ascendancy at 07:46 Killed by Gizmo at level 44 on the 41st Pyre 126th year of Ascendancy at 05:59 Killed by Gizmo at level 44 on the 41st Pyre 126th year of Ascendancy at 09:49 Killed by Gizmo at level 45 on the 41st Pyre 126th year of Ascendancy at 16:22 Killed by Gizmo at level 45 on the 41st Pyre 126th year of Ascendancy at 20:27 |
Antimagic | Follower |
Primary Stats
Strength | 178 (base 60) |
Dexterity | 75 (base 30) |
Constitution | 87 (base 60) |
Magic | 69 (base 60) |
Willpower | 106 (base 60) |
Cunning | 92 (base 60) |
Resources
Life | 1480/1480 |
Equilibrium | 50 |
Psi | 138/138 |
Healing Factor | 1.54987046281 |
Regeneration | 70.345028318659 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +77.8270043426% |
Spell | 0% |
Global | +155.21248138643% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 6 |
See Stealth | 61.29092133843 |
See Invisible | 61.29092133843 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 315 |
Accuracy | 84 |
Crit Chance | 103% |
APR | 82 |
Speed | 1.00 |
Offense: Offhand
Damage | 79 |
Accuracy | 84 |
Crit Chance | 108% |
APR | 85 |
Speed | 1.00 |
Offense: Spell
Spellpower | 46 |
Crit Chance | 47% |
Speed | 1 |
Offense: Mind
Mindpower | 88 |
Crit Chance | 58% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +22% |
Physical | +68% |
Mind | +21% |
Blight | +29% |
Arcane | +24% |
Cold | +21% |
All | +12% |
Offense: Damage Penetration
Physical | +19% |
Fire | +21% |
All | 0% |
Defense: Base
Armour (hardiness) | 44.999999999999 (51.69962066283%) |
Defense | 60 |
Ranged Defense | 60 |
Fatigue | 0 |
Physical Save | 72 |
Spell Save | 54 |
Mental Save | 57 |
Defense: Resistances
Lightning | + 40%( 70%) |
Cold | + 38%( 70%) |
Blight | + 38%( 70%) |
Arcane | + 28%( 70%) |
Fire | + 39%( 70%) |
All | + 24%( 70%) |
Defense: Immunities
Stun Resistance | 67% |
Confusion Resistance | 78% |
Pinning Resistance | 0% |
Silence Resistance | 43% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 792 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 37% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 420 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse 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 increase movement speed by 1210% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
Psionic / Absorption | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Kinetic mastery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Projection | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Psionic / Augmented striking | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Voracity | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Psionic / Focus | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Psionic / Psi-fighting | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Combat training | 1.20 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Psionic / Finer energy manipulations | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Psionic / Augmented mobility | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Race / Yeek | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Psionic / Dreaming | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Thermal Shield |
talent | Deflect Projectiles |
talent | Kinetic Shield |
talent | Augmentation |
talent | Kinetic Aura |
talent | Skate |
talent | Elemental Harmony |
talent | Lucid Dreamer |
talent | Antimagic Shield |
talent | Beyond the Flesh |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the injured seer from death by Cyrinor the giant acid ant. Escort: injured seer (level 8 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved talent Sleep (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you gained talent category Psionic / Dreaming (at mastery 1.00). | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 921. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() 3.0 Encumbrance T5 greatsword 2H weapon [Ego++] Nature/Master Weapon Damage 63.0 - 100.8 Physical Uses 186% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +47 fire While equipped: offense ------ Physical Crit +13.0% Critical power +45.00% Global Speed +14% Ignore resists +21% fire Ignore Armor +12 Massive two-handed swords. |
On hands | ![]() 1.5 Encumbrance T4 hands armor [Ego+] Master While equipped: offense ------ Physical Crit +17.0% Spell Crit +15% Mind Crit +16% Critical power +11.00% defense ------ Armor +3 Fatigue +5% Unarmed combat: Weapon Damage 30.5 - 42.7 Physical Uses 89% Wil, 89% Cun, 50% Mag Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +19.0% Attack Speed 83% On Crit: 20% Cripple 5 Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | ![]() 1.0 Encumbrance T5 lite [Ego++] Nature/Psionic While equipped: Stats +5 Wil offense ------ Physical Crit +4.0% Critical power +18.00% Physical Power +7 (+2 eff.) defense ------ Defense +8 (+2 eff.) Physical save +10 (+3 eff.) Spell save +14 (+5 eff.) Mind save +12 (+4 eff.) other ------- Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 Encumbrance T4 head armor [Unique] Psionic While equipped: offense ------ Mind Crit +10% Spellpower +10 (+3 eff.) Mindpower +15 (+3 eff.) On-Hit 30% gloom effects Damage +10% darkness +10% physical defense ------ Defense +2 (+1 eff.) Resistance +20% fire Mind save -10 (-3 eff.) Healmod -10% other ------- Hate-on-crit +2.00 Hate/kill +2.00 Max hate +20.00 Masteries +0.20 Cursed/Punishments This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
On feet | ![]() 3.0 Encumbrance T5 feet armor [Rare] Master While equipped: Stats +9 Str offense ------ Critical power +15.00% Ignore Armor +6 When Hit 10 acid defense ------ Armor +5 Defense +15 (+4 eff.) Fatigue -6% Physical save +15 (+4 eff.) Unlife -80.00 life other ------- Encumbrance +43 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() 2.0 Encumbrance T4 totem charm [Rare] Nature While equipped: Stats +5 Cun +7 Wil offense ------ Critical power +15.00% Damage +9% mind +9% blight defense ------ Resistance +18% blight Heal yourself and all friendly characters within 10 spaces for 434 Puts all charms on 11 turn cooldown 100% to increase the duration of 2 beneficial effects by 3. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +12 Cun +9 Con offense ------ Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Critical power +20.00% Mindpower +10 (+2 eff.) On-Hit 35 physical On-Ranged-Hit 34 physical Damage +10% all On-Hit (Melee): * 16% chance to reduce all saves and defense by 46 On-Hit (Ranged): * 20% chance to reduce all saves and defense by 46 defense ------ Physical save +18 (+5 eff.) Life +95.00 Life Regen +19.00 Healmod +20% other ------- EQ when Hit +0.04 Mana-on-crit +2.00 Hate-on-crit +3.00 Max hate +15.00 Bleeding Edge: Puts all charms on 15 turn cooldown Effective talent level: 5.5 Power cost 15 out of 20/20. Range melee/personal Cooldown: 10 Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: Stats +3 Str offense ------ Critical power +15.00% Damage +9% physical defense ------ Life Regen +7.00 Stun Resist +22% other ------- Light +3 Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Master While equipped: Stats +1 Con offense ------ Damage +18% physical Ignore Armor +3 defense ------ Defense +10 (+3 eff.) Fatigue -6% Resistance +12% lightning Life Regen +1.00 Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T5 longsword 1H weapon [Random Unique] Nature/Master Weapon Damage 41.5 - 58.1 Physical Uses 162% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +16 lightning +4 cold While equipped: Stats +22 Con +20 Wil offense ------ Physical Crit +12.0% Critical power +32.00% Damage +12% arcane +9% cold Ignore Armor +13 defense ------ Resistance +9% lightning +5% arcane Life +197.00 Sharp, long, and deadly. |
Around waist | ![]() 1.0 Encumbrance T5 belt armor [Ego+] Master While equipped: offense ------ Damage +19% physical Ignore resists +10% physical A belt that goes around your waist. |
In off hand | ![]() 1.0 Encumbrance T5 dagger 1H weapon [Ego++] Master Weapon Damage 39.0 - 50.7 Physical Uses 101% Wil, 50% Mag, 61% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% While equipped: offense ------ Physical Crit +11.0% Critical power +22.00% Ignore resists +9% physical Accuracy +9 (+2 eff.) Ignore Armor +21 Sharp, short and deadly. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Physical Crit +1.0% Critical power +20.00% Ignore Armor +1 defense ------ Armor +10 Defense +2 (+1 eff.) Resistance +18% cold Physical save +6 (+2 eff.) other ------- Vim-on-crit +2.00 Max vim +50.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T1 cloth armor [Unique] While equipped: defense ------ Resistance +7% all You have never taken it off. Revealing, green, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Inventory
![]() 0.1 Encumbrance T3 infusion scroll [Plot Item] Nature When inscribed on your body: Range melee/personal Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 183.01 physical damage and 244.01 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 25 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -512 life. The duration and life will increase by 1% for every 1% life you have lost (currently 512 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.4 Encumbrance potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 642.88 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance tome scroll [Unique] Arcane Learn the ancient secrets. This huge book is covered in slowly shifting patterns of ice. Yet they do not harm you. |
![]() 0.1 Encumbrance tome scroll [Unique] Arcane Learn the ancient secrets. This huge book is covered in searing flames. Yet they do not harm you. |
![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: Stats +5 Dex +3 Mag +2 Cun offense ------ Critical power +20.00% Damage +12% lightning +9% physical defense ------ Resistance +13% physical other ------- Stamina/turn +1.00 Max hate +10.00 Amulets make your neck look great! |
![]() 2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +10 Fatigue +2% Resistance +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 3.5 Power cost 26 out of 35/35. Range melee/personal Cooldown: 13 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 507 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Arcane/Nature/Psionic While equipped: Stats +5 Mag +5 Wil +13 Cun offense ------ Spell Crit +5% Spellpower +5 (+2 eff.) Mindpower +10 (+2 eff.) Damage +6% acid +6% fire +8% cold +7% lightning defense ------ Resistance +6% cold Mind save +15 (+4 eff.) Confus Resist +25% other ------- Infravision +3 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +12 (+4 eff.) Damage +12% cold When Hit 10 cold defense ------ Resistance +25% cold Pierce Iceblocks +20% Stun Resist +30% other ------- Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() 0.1 Encumbrance T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con defense ------ Physical save +18 (+5 eff.) Mind save +18 (+5 eff.) Pinning Resist +100% other ------- Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Effective talent level: 5.5 Power cost 8 out of 48/48. Range melee/personal Cooldown: 6 Travel.spd instantaneous Description: Release a powerful shout, doing 696.74 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: Stats +2 Str offense ------ Physical Crit +2.0% Ignore resists +15% light defense ------ Resistance +3% lightning +6% temporal +6% light other ------- Light +2 Masteries +0.20 Psionic/Kinetic mastery Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Unique] While equipped: offense ------ Physical Crit +14.0% Spell Crit +14% Mind Crit +14% Damage +28% all Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +8 (+3 eff.) Damage +8% light +8% darkness Ignore resists +15% light +15% darkness defense ------ Resistance +10% light +10% darkness Max Resistance +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Effective talent level: 4.5 Power cost 22 out of 60/60. Range melee/personal Cooldown: 18 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 17 light damage to everyone else who enters. The circle lasts 5 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Master While equipped: Stats +5 Dex offense ------ Physical Power +9 (+2 eff.) Spellpower +30 (+10 eff.) Combat Speed +10% Damage +18% blight +9% physical defense ------ Armor +10 other ------- Max mana +100.00 Max stamina +30.00 Infravision +3 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Mag offense ------ Spell Crit +5% Critical power +16.00% Spellpower +6 (+2 eff.) Damage +6% acid +7% fire +6% cold +6% lightning Accuracy +8 (+2 eff.) Ignore Armor +15 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +6 Mag offense ------ Spell Crit +5% Critical power +16.00% Spellpower +5 (+2 eff.) Damage +6% acid +6% fire +7% cold +7% lightning Accuracy +10 (+2 eff.) Ignore Armor +17 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego] Nature While equipped: Stats +7 Dex defense ------ Resistance +24% mind Confus Resist +36% Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature While equipped: Stats +2 Con offense ------ Damage +12% light Ignore resists +10% light defense ------ Resistance +19% fire +12% nature +18% cold Blind Resist +23% other ------- Infravision +4 Sight +2 See Invis +9 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +15% acid +15% cold +12% darkness Ignore resists +15% acid +20% cold On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +6% darkness +26% temporal Pinning Resist +44% Knockbk Resist +44% Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Master While equipped: Stats +7 Cun offense ------ Critical power +20.00% Ignore resists +25% blight defense ------ Armor +7 Defense +9 (+2 eff.) Max Resistance +6% all Physical save +22 (+6 eff.) Mind save +12 (+4 eff.) other ------- EQ when Hit +0.08 Psi when Hit +0.08 Max hate +4.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego+] Arcane While equipped: offense ------ Critical power +15.00% Spellpower +14 (+5 eff.) Damage +13% blight +10% fire Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Str +8 Dex +6 Wil offense ------ Critical power +15.00% Spellpower +15 (+5 eff.) Damage +9% blight +10% fire Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: offense ------ Critical power +15.00% Spellpower +30 (+10 eff.) Damage +9% blight +17% fire Ignore resists +15% arcane defense ------ Resistance +34% fire +18% darkness +12% light Silence Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Cun +7 Wil offense ------ Mindpower +15 (+3 eff.) Damage +6% darkness Ignore resists +20% darkness +15% nature On-Hit (Melee): * 20% chance to slow global speed by 75% defense ------ Resistance +13% blight +14% nature +9% darkness Physical save +15 (+4 eff.) Spell save +15 (+5 eff.) Mind save +16 (+5 eff.) Poison Resist +29% Disease Resist +30% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ Spellpower +10 (+3 eff.) On-Hit 15 temporal Damage +15% temporal +10% physical defense ------ Resistance +15% temporal Anomaly Control +10 other ------- Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel Attempt to inflict 109.40 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 2 turn(s). Uses 24 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: offense ------ Ignore resists +10% lightning +10% darkness +15% arcane When Hit 10 arcane 6 lightning defense ------ Resistance +5% arcane Life +31.00 Disarm Resist +34% Pinning Resist +31% Knockbk Resist +36% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: Stats +3 Str offense ------ Critical power +15.00% Damage +9% physical defense ------ Life Regen +7.00 Stun Resist +22% other ------- Light +3 Rings make your fingers look great! This item has been sent to the Item's Vault. |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: offense ------ Physical Power +10 (+2 eff.) Damage +8% physical Accuracy +10 (+2 eff.) defense ------ Armor +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Physical save +45 (+11 eff.) Confus Resist +50% other ------- Max mana -40.00 Max stamina +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+3 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +9 Cun +10 Dex offense ------ Critical power +10.00% Mindpower +10 (+2 eff.) Damage +17% nature +3% blight Accuracy +14 (+3 eff.) defense ------ Defense +20 (+5 eff.) Resistance +34% nature +3% physical Unlife -40.00 life Life Regen +7.00 Stun Resist +42% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil offense ------ Mindpower +12 (+2 eff.) defense ------ Resistance +25% mind Mind save +20 (+6 eff.) Confus Resist +40% other ------- Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Effective talent level: 3.5 Power cost 22 out of 30/30. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Arcane While equipped: Stats +7 Mag offense ------ Mind Crit +8% Damage +12% nature +9% temporal When Hit 8 nature On-Hit (Melee): * 20% chance to slow global speed by 75% defense ------ Spell save +14 (+5 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Psionic While equipped: Stats +4 Dex offense ------ Ignore resists +25% arcane defense ------ Resistance +15% cold Spell save +18 (+6 eff.) Mind save +13 (+4 eff.) Confus Resist +41% other ------- Mana/turn +0.28 Light +3 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+2 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: offense ------ Spellpower +8 (+3 eff.) Damage +10% darkness +10% cold defense ------ Resistance +10% darkness +10% cold Spell save +8 (+3 eff.) Poison Resist +25% Cut Resist +25% other ------- Max souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +10 (+3 eff.) On-Hit 15 arcane Damage +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Ignore resists +10% arcane defense ------ Resistance +15% arcane Spell save +10 (+3 eff.) Silence Resist +30% other ------- Max mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether Manathrust: Effective talent level: 5.5 Power cost 5 out of 6/6. Range 10 Cooldown: 2 Travel.spd 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 199.07 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Str +4 Mag +5 Con offense ------ Physical Power +5 (+1 eff.) On-Hit 14 light On-Ranged-Hit 13 light Damage +13% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +6% temporal Ignore resists +20% light defense ------ Resistance +21% fire +6% light +15% cold Mind save +10 (+3 eff.) Life Regen +4.00 Confus Resist +27% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Dex +5 Mag offense ------ On-Hit 14 light On-Ranged-Hit 12 light Damage +12% light Accuracy +8 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Dex +5 Mag offense ------ On-Hit 14 light On-Ranged-Hit 12 light Damage +12% light Accuracy +8 (+2 eff.) Rings make your fingers look great! This item has been sent to the Item's Vault. |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Arcane/Master While equipped: Stats +7 Cun +6 Mag offense ------ On-Hit 39 light On-Ranged-Hit 11 light Damage +16% light defense ------ Defense +14 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Dex +10 Wil +2 Con offense ------ Physical Crit +8.0% Spell Crit +5% Mind Crit +5% Physical Power +15 (+3 eff.) Spellpower +15 (+5 eff.) Mindpower +14 (+3 eff.) Damage +12% physical +18% all When Hit 6 fire defense ------ Armor +4 Resistance +25% acid +30% fire +30% lightning +30% cold Mind save +20 (+6 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Psionic While equipped: Stats +7 Cun +7 Wil offense ------ Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Mindpower +10 (+2 eff.) Damage +10% all Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Arcane While equipped: Stats +7 Mag offense ------ Physical Crit +5.0% Spell Crit +5% Mind Crit +5% On-Hit 30 light On-Ranged-Hit 18 light Damage +13% light +10% all Rings make your fingers look great! |
![]() 3.0 Encumbrance T4 battleaxe 2H weapon [Unique] Master Weapon Damage 63.0 - 94.5 Physical Uses 198% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Critical Rate +25.0% Attack Speed 100% On Crit: * decapitate a weakened target While equipped: offense ------ Critical power +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Master/Psionic Weapon Damage 36.5 - 47.5 Physical Uses 101% Wil, 61% Cun, 50% Mag Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +25 mind On Hit: * 25% chance to reduce all saves and defense by 46 While equipped: Stats +2 Str +5 Dex +6 Wil +7 Cun offense ------ Combat Speed +10% Ignore resists +15% temporal +15% all Accuracy +37 (+8 eff.) Ignore Armor +12 When Hit 2 temporal defense ------ Crit Resistance 15.00% Sharp, short and deadly. |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Rare] Nature Weapon Damage 28.0 - 36.4 Physical Uses 101% Wil, 61% Cun, 50% Mag Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% While equipped: Stats +11 Str +11 Dex +11 Mag +8 Wil +11 Cun +11 Con offense ------ Critical power +20.00% Mindpower +30 (+6 eff.) defense ------ Resistance +20% light +6% nature Mind save +9 (+3 eff.) Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Weapon Damage 25.0 - 32.5 Physical Uses 40% Wil, 61% Cun, 100% Mag Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +20.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Move Speed +20% Damage +5% temporal defense ------ Defense +10 (+3 eff.) Spell save +10 (+3 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% other ------- Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Nature/Disrupt Weapon Damage 39.5 - 51.4 Physical Uses 101% Wil, 61% Cun, 50% Mag Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-Hit, radius 1 +20 light On-crit, radius 2 +40 acid +34 nature On Crit: * Deals 136 Manaburn damage and puts 1 random spell talent on cooldown for 6 turns (checks Confusion immunity) While equipped: Stats +2 Dex +2 Con offense ------ Ignore resists +21% acid +25% nature Ignore Armor +14 defense ------ Resistance +17% acid +13% lightning +11% cold +17% fire +8% all Spell save +13 (+4 eff.) Sharp, short and deadly. |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Rare] Nature Weapon Damage 26.5 - 34.5 Physical Uses 101% Wil, 61% Cun, 50% Mag Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +8 nature While equipped: Stats +11 Con +11 Wil offense ------ Damage +15% nature Ignore resists +25% nature defense ------ Resistance +31% lightning +15% nature Life +90.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Sharp, short and deadly. |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Unique] Nature/Psionic Weapon Damage 35.0 - 45.5 Physical Uses 101% Wil, 61% Cun, 50% Mag Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +15.0% Attack Speed 100% On-hit +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil offense ------ Damage +25% cold defense ------ Pierce Iceblocks +50% other ------- Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Unique] Nature Weapon Damage 40.0 - 52.0 Physical Uses 83% Wil, 50% Mag, 73% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +22.0% Attack Speed 100% Damage Conversion 30% darkness On Hit: 20% Poisonous Bite 3 On Crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex offense ------ Damage +30% nature +20% darkness defense ------ Armor +15 Poison Resist +100% other ------- Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 15.0 - 19.5 Physical Uses 40% Wil, 50% Mag, 122% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Weapon Damage 27.0 - 35.1 Physical Uses 83% Wil, 67% Cun, 70% Mag Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag defense ------ Resistance +12% arcane Spell save +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 40% Wil, 50% Mag, 111% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+4 eff.) Physical save +15 (+4 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Rare] Master Weapon Damage 39.0 - 50.7 Physical Uses 101% Wil, 61% Cun, 50% Mag Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +16 nature On Hit: * 20 arcane resource burn While equipped: offense ------ Ignore resists +25% mind +15% physical Accuracy +23 (+5 eff.) Ignore Armor +14 On-Hit (Melee): * 20% chance to slow global speed by 75% defense ------ Resistance +9% blight +12% fire Spell save +18 (+6 eff.) Sharp, short and deadly. |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Ego++] Master Weapon Damage 29.0 - 37.7 Physical Uses 101% Wil, 50% Mag, 61% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% While equipped: Stats +5 Con offense ------ Physical Power +9 (+2 eff.) Ignore resists +10% physical +9% all Accuracy +9 (+2 eff.) Ignore Armor +9 defense ------ Disarm Resist +22% Sharp, short and deadly. |
![]() 12.0 Encumbrance T5 greatmaul 2H weapon [Unique] Arcane Weapon Damage 96.0 - 144.0 Physical Uses 210% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +22 Critical Rate +10.0% Attack Speed 83% Damage Conversion 20% blight On Hit: * 50% chance to reduce strength, dexterity, and constitution by 24 * Blasts creatures in a radius 1 shockwave around your target for 416.64 to 1249.92 physical damage (based on Strength). While equipped: offense ------ Critical power +40.00% Damage +12% physical defense ------ Knockbk Resist +30% Knock away other creatures within radius 4), dealing 1107.12 to 2214.24 physical damage (based on Strength) to each. Uses 37 power out of 50/50 The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
![]() 5.0 Encumbrance T4 greatmaul 2H weapon [Unique] Master/Psionic Weapon Damage 56.0 - 84.0 Physical Uses 195% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +11 Attack Speed 100% On-hit +17 mind On Hit: * 16% chance to reduce all saves and defense by 46 * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Wound the target dealing 344 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +3 Mag +3 Wil +2 Cun offense ------ Physical Crit +7.0% Mind Crit +5% Physical Power +7 (+2 eff.) Mindpower +15 (+3 eff.) Damage +10% mind +10% physical other ------- Psi/turn +0.10 Talents +3 Dream Smith's Hammer +3 Hammer Toss Cooldown Hammer Toss -2 A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
![]() 5.0 Encumbrance T5 greatmaul 2H weapon [Unique] Arcane Weapon Damage 70.0 - 105.0 Physical Uses 198% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +2.0% Attack Speed 100% On Hit: 10% Obliterating Smash 3 While equipped: offense ------ Physical Power +12 (+3 eff.) Accuracy +20 (+4 eff.) other ------- Masteries +0.20 Corruption/Brutality +0.20 Technique/Two-handed assault Shadow Power +10 Increases all damage by 1% for each point of your Shadow Power. Reckless Strike: Effective talent level: 4.5 Power cost 19 out of 25/25. Range melee/personal Cooldown: 9 Travel.spd instantaneous Is: a spell Description: Hits the target doing 290% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." |
![]() 5.0 Encumbrance T5 greatmaul 2H weapon [Unique] Arcane/Master Weapon Damage 82.0 - 123.0 Physical Uses 186% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On-hit +30 fire On Hit: 10% Flameshock 3 While equipped: offense ------ Damage +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Random Unique] Nature/Master Weapon Damage 103.5 - 165.6 Physical Uses 186% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +7.0% Attack Speed 100% On-crit, radius 2 +16 blight +126 fire While equipped: Stats +3 Con offense ------ Global Speed +15% Ignore resists +27% fire Ignore Armor +3 When Hit 10 blight Massive two-handed swords. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Unique] Master Weapon Damage 60.0 - 96.0 Physical Uses 186% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +22 Critical Rate +10.0% Attack Speed 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con other ------- Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 67.0 - 107.2 Physical Uses 180% Wil, 50% Mag, 20% Con Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +22 Critical Rate +12.0% Attack Speed 100% On Hit: * releases a burst of light, dealing 52 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con other ------- Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 22 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 70.0 - 112.0 Physical Uses 198% Wil, 60% Mag Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +18 Critical Rate +20.0% Attack Speed 100% Lifesteal +5% On Hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. While equipped: Stats +10 Str +8 Mag +5 Con other ------- Cooldown Draining Assault -1 Abduction -1 Detonating Charge -1 Masteries +0.10 Corruption/Torture +0.20 Corruption/Brutality +0.20 Corruption/Wrath Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
![]() 12.0 Encumbrance T3 greatsword 2H weapon [Unique] Psionic Weapon Damage 49.0 - 78.4 Physical Uses 197% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +9 Critical Rate +9.0% Attack Speed 100% On-hit +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
![]() 3.0 Encumbrance T4 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 68.0 - 108.8 Physical Uses 192% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +10.0% Attack Speed 100% Lifesteal +8% Damage Conversion 50% fire burn While equipped: Stats +3 Cun +5 Str offense ------ Damage +10% darkness +15% fire defense ------ Resistance +15% fire Accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage. Uses 8 power out of 25/25 This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Random Unique] Arcane/Master Weapon Damage 61.5 - 98.4 Physical Uses 186% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-hit +23 blight On Hit: 20% Epidemic 5 On Hit: * 23% chance to reduce strength, dexterity, and constitution by 24 * 25% chance for lightning to strike from the target to a second target dealing 79 damage While equipped: offense ------ Critical power +20.00% Physical Power +15 (+3 eff.) Ignore resists +15% darkness +13% all Accuracy +43 (+9 eff.) Ignore Armor +12 defense ------ Disease Resist +42% other ------- Max stamina +30.00 Massive two-handed swords. |
![]() 4.0 Encumbrance T5 longbow 2H weapon Reqs Shoot [Random Unique] Nature/Master Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 While equipped: Stats +20 Str +15 Dex +17 Mag +18 Wil +15 Cun +18 Con offense ------ Physical Crit +32.0% Critical power +20.00% Spellpower/crit +2 Damage +6% light Accuracy +38 (+8 eff.) defense ------ Resistance +6% acid other ------- Max vim +10.00 Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T3 longsword 1H weapon [Unique] Arcane/Master Weapon Damage 33.0 - 46.2 Acid Uses 162% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% On-crit, radius 2 +40 corrosive acid While equipped: offense ------ Physical Crit +10.0% Spell Crit +10% Damage +20% acid Ignore resists +20% acid defense ------ Resistance +15% acid Corrosive Worm: Effective talent level: 5.5 Power cost 22 out of 30/30. Range 10 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 22% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 40 acid damage in a 4 radius ball. This damage will increase by 28% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Unique] Psionic/Unknown Weapon Damage 47.0 - 65.8 Physical Uses 172% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +20 Critical Rate +7.0% Attack Speed 100% On Hit: * torments the target with many mental effects On Kill: * reduces mental save penalty While equipped: offense ------ Mindpower +9 (+2 eff.) Damage +8% mind defense ------ Mind save -30 (-10 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Unique] Arcane Weapon Damage 40.0 - 56.0 Physical Uses 149% Wil, 70% Mag Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +40 Critical Rate +8.0% Attack Speed 100% Damage Conversion 20% temporal On Hit: * deals 89 temporal damage and slows enemies in radius 6 of the target by 99% based on Magic While equipped: offense ------ Damage +30% temporal +30% physical defense ------ Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Blink Blade: Effective talent level: 5.5 Power cost 8 out of 10/10. Range 9 Cooldown: 7 Travel.spd instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 103% damage. Then teleport next to a second random enemy, attacking for 103% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Unique] Master/Unknown Weapon Damage 40.0 - 56.0 Physical Uses 162% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +4.0% Attack Speed 100% On-hit +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: offense ------ Damage +5% blight defense ------ Cut Resist -25% other ------- Max vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Weapon Damage 50.0 - 70.0 Light Uses 137% Wil, 75% Mag Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +5.0% Attack Speed 100% Damage Against +25% Undead +25% Demon While equipped: offense ------ Spell Crit +4% Spellpower +10 (+3 eff.) Damage +20% light Ignore resists +25% light other ------- Light +2 Cooldown Healing Light -3 Barrier -5 Providence -10 Bathe in Light -5 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Invoke dawn, inflicting 238.56 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 26 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Unique] Nature/Master Weapon Damage 38.0 - 53.2 Fire Uses 162% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +10 Critical Rate +18.0% Attack Speed 100% On Hit: 15% Fire Breath 4 While equipped: Stats +7 Str +7 Wil offense ------ Damage +20% fire Ignore resists +15% fire defense ------ Resistance +10% nature +15% fire This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Rare] Master Weapon Damage 42.0 - 58.8 Physical Uses 162% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +16 nature On-Hit, radius 1 +20 darkness +20 cold While equipped: offense ------ Physical Crit +10.0% Critical power +35.00% Ignore resists +15% cold Ignore Armor +15 When Hit 6 nature 6 cold defense ------ Resistance +6% darkness Sharp, long, and deadly. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Rare] Master Weapon Damage 33.5 - 46.9 Physical Uses 162% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On-hit +12 fire On-Hit, radius 1 +12 acid On-crit, radius 2 +20 fire While equipped: offense ------ Damage +30% mind Ignore resists +13% all Accuracy +21 (+4 eff.) Ignore Armor +13 When Hit 6 acid defense ------ Resistance +18% acid other ------- Max hate +8.00 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Unique] Arcane/Unknown Weapon Damage 50.0 - 70.0 Physical Uses 113% Wil, 110% Mag Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +7.0% Attack Speed 100% On Hit: * deal 42.78 arcane and 42.09 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: offense ------ Spell Crit +12% Spellpower +24 (+8 eff.) other ------- Talents +1 Soul Purge This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Unique] Arcane Weapon Damage 47.0 - 65.8 Physical Uses 162% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +12.0% Attack Speed 100% On Crit: * release a burst of light and dark damage (scales with Magic) While equipped: Stats +4 Str +4 Mag +4 Cun offense ------ Spell Crit +4% Spellpower +12 (+4 eff.) Damage +18% darkness +18% light defense ------ Armor +4 Resistance +4% all other ------- Light +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Unique] Master Weapon Damage 46.0 - 64.4 Physical Uses 162% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% While equipped: offense ------ Physical Crit +20.0% Combat Speed +20% defense ------ Defense +40 (+10 eff.) Evasion +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Unique] Arcane Weapon Damage 48.0 - 67.2 Physical Uses 162% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +20 Critical Rate +5.0% Attack Speed 100% Damage Conversion 50% darkness While equipped: Stats +10 Str +8 Mag offense ------ Damage +25% darkness Ignore resists +5% all defense ------ Resistance +18% darkness +12% blight other ------- Shadow Power +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
![]() 3.0 Encumbrance T5 mace 1H weapon [Random Unique] Arcane/Master Weapon Damage 43.5 - 60.9 Physical Uses 162% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +13 fire On Crit: * Wound the target dealing 344 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +12.0% Physical Power +12 (+3 eff.) Ignore resists +25% acid +11% physical Accuracy +19 (+4 eff.) Ignore Armor +12 When Hit 4 acid On-Hit (Melee): * 20% chance to reduce armor by 34% defense ------ Resistance +9% fire Blunt and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon [Random Unique] Nature/Master Weapon Damage 61.0 - 85.4 Physical Uses 162% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +45 acid +45 nature On Crit: * Wound the target dealing 344 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +4 Dex offense ------ Physical Crit +11.0% Physical Power +10 (+2 eff.) Damage +9% physical Ignore resists +18% acid +14% nature Accuracy +10 (+2 eff.) Ignore Armor +12 When Hit 6 physical defense ------ Resistance +3% nature Blunt and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon [Unique] Psionic Weapon Damage 50.0 - 70.0 Physical Uses 162% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +50 lightning +50 physical On-crit, radius 2 +100 lightning +100 physical While equipped: offense ------ Physical Power +12 (+3 eff.) Spellpower +16 (+5 eff.) Damage +9% all When Hit 34 darkness defense ------ Healmod +50% other ------- Infravision +3 See Invis +14 Telepathy Demon/Major Demon/Minor Perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage. Uses 44 power out of 60/60 Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
![]() 3.0 Encumbrance T5 mace 1H weapon [Unique] Nature What would happen if more of Ureslak's remains were reunited? Weapon Damage 52.0 - 72.8 Physical Uses 162% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On Hit: * 10% chance to shimmer to a different hue and gain powers A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 15.0 - 16.5 Mind Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +26 Critical Rate +6.0% Attack Speed 100% While equipped: Stats +8 Wil offense ------ Mind Crit +7% Mindpower +14 (+3 eff.) defense ------ Resistance +15% mind Mind save +25 (+7 eff.) other ------- Max psi +20.00 Masteries +0.30 Psionic/Focus +0.30 Psionic/Absorption Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Weapon Damage 10.0 - 11.0 Lightning Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +6% Mindpower +12 (+2 eff.) Damage +15% lightning Ignore resists +9% lightning defense ------ Resistance +15% lightning Mind save +9 (+3 eff.) other ------- Max psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 24.0 - 26.4 Dreamforge Uses 100% Wil, 50% Mag, 20% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Cun +6 Wil offense ------ Mind Crit +8% Physical Power +10 (+2 eff.) Mindpower +16 (+3 eff.) On-Hit 30 dreamforge Damage +10% physical +10% mind +10% fire Ignore resists +10% mind +10% physical Accuracy +10 (+2 eff.) defense ------ Resistance +5% physical +5% mind +15% fire other ------- Masteries +0.20 Psionic/Dream Forge +0.20 Psionic/Dream Smith Forge Bellows: Effective talent level: 4.5 Power cost 18 out of 30/30. Range melee/personal Cooldown: 21 Travel.spd instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 61.41 mind damage, 56.84 burning damage, and knocking back your enemies in a radius 5 cone. Empty terrain may be changed (50% chance) for 4 turns into forge walls, which block movement and inflict 5.53 mind and 5.12 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 14.0 - 15.4 Nature Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +2 Wil offense ------ Mind Crit +6% Mindpower +33 (+7 eff.) On-Hit 12 mind 12 darkness Damage +17% mind +8% darkness Ignore resists +25% darkness When Hit 10 mind On-Hit (Melee): * 20% chance to reduce damage dealt by 36% other ------- Infravision +3 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon [Unique] Nature/Disrupt Weapon Damage 22.0 - 24.2 Nature Uses 100% Wil, 50% Mag, 20% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +10 Wil offense ------ Mind Crit +9% Mindpower +18 (+4 eff.) Damage +20% nature +10% acid Ignore resists +20% nature +10% acid defense ------ Resistance +25% blight +15% nature other ------- Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Slime Wave: Effective talent level: 4.5 Power cost 22 out of 30/30. Range melee/personal Cooldown: 9 Travel.spd instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 9, doing 101.27 slime damage for 15 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Weapon Damage 8.0 - 8.8 Cold Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Damage +10% cold Ignore resists +10% cold defense ------ Armor +10 Resistance -10% fire This mindstar glows with a dim cool light, but seems somehow incomplete. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature Weapon Damage 16.0 - 17.6 Physical Uses 114% Wil, 50% Mag, 10% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +2.5% Attack Speed 100% Damage Conversion 20% acid 20% physical 20% cold 20% fire 20% lightning While equipped: offense ------ Physical Crit +5.0% Mind Crit +5% Physical Power +10 (+2 eff.) Mindpower +10 (+2 eff.) Damage +12% lightning +12% physical +12% fire +12% cold +12% acid defense ------ Resistance +10% acid +10% physical +10% fire +10% cold +10% lightning other ------- Masteries +0.30 Wild-gift/Venom drake aspect +0.30 Wild-gift/Cold drake aspect +0.30 Wild-gift/Fire drake aspect +0.30 Wild-gift/Storm drake aspect +0.30 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Sand Breath: Effective talent level: 5.5 Power cost 22 out of 30/30. Range melee/personal Cooldown: 18 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe sand in a frontal cone of radius 9. Any target caught in the area will take 658.64 physical damage, and will be blinded for 3 turns. The damage will increase with your Strength, the critical chance is based on your Mental crit rate, and the Blind apply power is based on your Mindpower. Each point in sand drake talents also increases your physical resistance by 0.5%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 18.0 - 19.8 Nature Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% On-hit +16 cold On-Hit, radius 1 +20 cold While equipped: Stats +8 Cun offense ------ Mind Crit +5% Critical power +25.00% Mindpower +10 (+2 eff.) Damage +21% fire +15% arcane +18% cold defense ------ Resistance +5% arcane +15% fire 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. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Weapon Damage 6.0 - 6.6 Physical Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Damage +10% physical Ignore resists +6% physical defense ------ Resistance +10% physical Physical save +6 (+2 eff.) other ------- Psi-on-crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 22.0 - 24.2 Mind Uses 100% Wil, 50% Mag, 20% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Cun +6 Wil offense ------ Mind Crit +9% Mindpower +18 (+4 eff.) Damage +20% mind Ignore resists +20% mind defense ------ Resistance +20% mind Confus Resist +30% Wayist: (Instant) Effective talent level: 3.0 Power cost 44 out of 60/60. Range 4 Cooldown: 28 Travel.spd instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 96 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Disrupt Weapon Damage 17.0 - 18.7 Nature slow Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +25 Critical Rate +7.0% Attack Speed 100% While equipped: Stats +2 Cun +6 Wil offense ------ Mind Crit +8% Mindpower +12 (+2 eff.) Damage +18% nature +15% acid defense ------ Resistance +12% arcane +12% blight Spell save +15 (+5 eff.) other ------- Masteries +0.10 Wild-gift/Slime +0.10 Wild-gift/Ooze Ooze Spit: Effective talent level: 3.5 Power cost 15 out of 20/20. Range 10 Cooldown: 27 Travel.spd 800% of base Description: Spit slime at your target doing 140.62 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Weapon Damage 14.0 - 15.4 Fire Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +5.0% Attack Speed 100% Damage Conversion 50% cold While equipped: offense ------ Mind Crit +8% Mindpower +16 (+3 eff.) Damage +20% fire +20% cold Ignore resists +12% fire +12% cold defense ------ Resistance +20% fire +20% cold Spell save +12 (+4 eff.) other ------- Psi/turn +1.00 Talents +1 Psionic Maelstrom Masteries +0.20 Psionic/Thermal mastery Thermal energies are focussed in the core of this mindstar. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 16.5 - 18.2 Nature Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +9% Mindpower +12 (+2 eff.) On-Hit 19 physical Damage +12% mind +12% physical Ignore resists +14% physical defense ------ Resistance +17% physical other ------- Psi-on-crit +3.00 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. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon [Ego++] Nature Weapon Damage 15.5 - 17.1 Mind Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) On-Hit 15 physical Damage +3% nature +14% physical Ignore resists +7% nature +16% physical defense ------ Resistance +6% nature +19% physical other ------- Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 16.5 - 18.2 Mind Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) On-Hit 14 physical Damage +15% lightning +6% physical +19% cold +15% fire Ignore resists +14% physical defense ------ Resistance +12% physical other ------- Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.20 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 13.5 - 14.9 Nature Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +1 Str +4 Dex +3 Mag +4 Wil +3 Cun +3 Con offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) On-Hit 11 lightning Damage +24% lightning +12% fire +9% cold Ignore resists +8% lightning defense ------ Resistance +8% lightning other ------- Talents +1 Attune Mindstar Masteries +0.20 Psionic/Focus +0.20 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Rare] Nature Weapon Damage 12.0 - 13.2 Mind Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +6.5% Attack Speed 100% While equipped: Stats +2 Con offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Damage +9% nature +9% physical Ignore resists +25% mind Accuracy +20 (+4 eff.) On-Hit (Melee): * 20% chance to reduce all saves and defense by 46 defense ------ Resistance +8% blight +12% mind 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. |
![]() 4.0 Encumbrance T3 sling 1H weapon Reqs Shoot [Unique] Master Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 118% Range +10 While equipped: Stats +3 Cun +4 Dex offense ------ Damage +15% physical other ------- Cooldown Swift Shot -1 Hurricane Shot -2 When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don't consume ammo for 5 turns. 30 turns cd. A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
![]() 4.0 Encumbrance T3 sling 1H weapon Reqs Shoot [Unique] Nature Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 While equipped: Stats +10 Lck offense ------ Physical Crit +5.0% Move Speed +20% defense ------ Defense +10 (+3 eff.) other ------- Masteries +0.20 Cunning/Survival Inertial Shot: Effective talent level: 4.5 Power cost 6 out of 8/8. Range melee/personal Cooldown: 7 Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 147% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane Weapon Damage 30.0 - 36.0 Gravity pin Uses 130% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +8 Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +25 (+8 eff.) Damage +20% physical +10% temporal defense ------ Resistance +15% physical other ------- Masteries +0.10 Chronomancy/Gravity +0.10 Chronomancy/Matter +0.10 Spell/Earth Gravity Spike: Effective talent level: 4.5 Power cost 11 out of 14/14. Range 6 Cooldown: 5 Travel.spd instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 168.99 physical (gravity) damage. Each target moved beyond the first increases the damage by 21.12 (up to a maximum of 84.50 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Unique] Unknown Weapon Damage 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Attack Speed 100% While equipped: Stats +7 Wil +8 Mag offense ------ Spell Crit +15% Spellpower +40 (+13 eff.) Damage +40% temporal Ignore resists +30% temporal defense ------ Anomaly Control +25 Teleport Resist +100% other ------- Cooldown Attenuate -1 Stop -2 Time Shield -3 Temporal Shield -3 Masteries +0.10 Chronomancy/Stasis +0.10 Chronomancy/Flux +0.10 Spell/Temporal A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
![]() 3.0 Encumbrance T4 trident 2H weapon [Unique] Nature Weapon Damage 80.0 - 112.0 Physical Uses 210% Wil, 50% Mag Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 100% On-hit +20 nature +15 cold On Hit: 40% Water Bolt 3 While equipped: offense ------ Damage +20% cold Accuracy +10 (+2 eff.) defense ------ Resistance +25% cold Spell save +18 (+6 eff.) other ------- See Invis +2 Freeze: Effective talent level: 4.5 Power cost 44 out of 150/150. Range 10 Cooldown: 7 Travel.spd instantaneous Is: a spell Description: Condenses ambient water on a target, freezing it for 6 turns and damaging it for 248.42. If this is used on a friendly target the cooldown is reduced by 33%. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 Encumbrance T4 waraxe 1H weapon [Rare] Arcane Weapon Damage 32.0 - 44.8 Physical Uses 162% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-hit +20 fire +20 light +13 temporal On-Hit, radius 1 +20 light +12 lightning While equipped: offense ------ Damage +6% light +24% fire Ignore resists +15% lightning defense ------ Resistance +17% temporal One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Ego++] Nature/Master Weapon Damage 40.5 - 56.7 Physical Uses 162% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-crit, radius 2 +44 acid +33 nature While equipped: offense ------ Physical Crit +11.0% Critical power +26.00% Ignore resists +21% acid +19% nature Ignore Armor +17 One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Ego++] Master Weapon Damage 40.5 - 56.7 Physical Uses 162% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Physical Crit +13.0% Critical power +28.00% Ignore resists +10% physical Accuracy +13 (+3 eff.) Ignore Armor +16 One-handed war axes. |
![]() 3.0 Encumbrance T4 whip 2H weapon [Unique] Nature/Master Weapon Damage 56.0 - 61.6 Physical Uses 149% Wil, 49% Cun, 50% Mag Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +14.0% Attack Speed 125% On Hit: 10% Lightning Breath 3 On Hit: 10% Poison Breath 3 On Hit: 10% Acid Breath 3 On Hit: * hit up to two adjacent enemies While equipped: offense ------ Damage +12% acid +12% nature +12% lightning defense ------ Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) This three-headed stralite flail strikes with the power of a hydra. With each attack it lashes out, hitting everyone around you. |
![]() 3.0 Encumbrance T5 whip 1H weapon [Unique] Arcane Weapon Damage 55.0 - 60.5 Physical Uses 40% Wil, 50% Mag, 122% Cun Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 125% On-hit +30 bleed On-crit, radius 2 +50 bleed On Hit: 10% Bone Grab 3 On Hit: 20% Bone Spear 4 While equipped: offense ------ Spellpower +4 (+1 eff.) Combat Speed +10% defense ------ Defense +12 (+3 eff.) other ------- Masteries +0.25 Corruption/Bone Bone Nova: Effective talent level: 5.5 Power cost 15 out of 20/20. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Fire bone spears in all directions, hitting all foes within radius 5 for 189.29 physical damage, and inflicting bleeding for another 94.64 damage over 5 turns. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. |
![]() 3.0 Encumbrance T5 whip 1H weapon [Unique] Arcane Weapon Damage 55.0 - 60.5 Devouring flames Uses 40% Wil, 50% Mag, 122% Cun Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Critical Rate +9.0% Attack Speed 125% On Hit: 20% Bone Nova 4 On Hit: 15% Blood Boil 3 While equipped: offense ------ Spellpower +15 (+5 eff.) Damage +20% blight +20% fire other ------- See Invis +2 Telepathy Demon/Minor Demon/Major While carried: offense ------ Damage +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
![]() 1.0 Encumbrance T5 belt armor [Rare] Master While equipped: Stats +6 Cun +6 Dex offense ------ Physical Crit +11.0% Mind Crit +15% Ignore resists +25% blight +25% mind +25% arcane On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 24 defense ------ Resistance +15% mind A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master While equipped: Stats +6 Cun +6 Dex offense ------ Physical Crit +14.0% Mind Crit +11% Damage +6% physical Ignore resists +20% arcane Ignore Armor +2 When Hit 4 blight defense ------ Defense +23 (+6 eff.) Resistance +15% lightning +9% temporal +15% acid Stealth +12 other ------- Vim-on-crit +1.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Rare] Master While equipped: Stats +7 Str +5 Dex +6 Cun offense ------ Physical Crit +13.0% Mind Crit +12% Physical Power +30 (+6 eff.) Ignore resists +25% blight +10% physical Ignore Armor +3 On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Physical save +18 (+5 eff.) A belt that goes around your waist. |
![]() 1.0 Encumbrance T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck defense ------ Ranged Defense +20 (+5 eff.) Deflect Projectile +15% Slow Projectiles +30% Evasion: (Instant) Effective talent level: 5.5 Power cost 22 out of 30/30. Range melee/personal Cooldown: 15 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 48 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() 1.0 Encumbrance T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil defense ------ Resistance +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Physical save +15 (+4 eff.) Spell save +15 (+5 eff.) Mind save +15 (+4 eff.) Confus Resist +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
![]() 1.0 Encumbrance T5 belt armor [Unique] Psionic While equipped: defense ------ Fatigue +5% Resistance +30% lightning Stun Resist +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +6 Dex +6 Wil +5 Cun offense ------ Physical Power +30 (+6 eff.) Ignore resists +10% arcane Against +33% Summoned Ignore Armor +2 defense ------ Armor +4 Crit Resistance 10.00% Resist Against +30% Summoned Mind save +9 (+3 eff.) Silence Resist +20% A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 Encumbrance T5 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +5 Dex offense ------ Physical Crit +12.0% Mind Crit +10% defense ------ Anomaly Control +15 Life +130.00 other ------- Max mana +30.00 Max stamina +34.00 Max hate +18.00 Max psi +26.00 Max vim +28.00 Max positive +33.00 Max negative +24.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Random Unique] Master While equipped: offense ------ Physical Crit +12.0% Spell Crit +4% Critical power +24.00% Physical Power +22 (+4 eff.) Spellpower +25 (+8 eff.) defense ------ Spell save +23 (+7 eff.) other ------- Mana/turn +0.08 Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Nature While equipped: Stats +10 Str +6 Dex +8 Wil +6 Cun +5 Con offense ------ Critical power +15.00% Physical Power +11 (+2 eff.) Spellpower +10 (+3 eff.) Ignore resists +25% blight +10% temporal defense ------ Resistance +12% light +12% darkness Physical save +33 (+8 eff.) Spell save +17 (+6 eff.) Mind save +16 (+5 eff.) other ------- Mana/turn +0.08 Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +6 Wil offense ------ Mind Crit +6% Critical power +20.00% Damage +9% darkness +9% mind Ignore resists +20% mind defense ------ Resistance +8% acid +7% fire +7% lightning +8% cold A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil offense ------ Mindpower +20 (+4 eff.) Damage +9% fire Accuracy +5 (+1 eff.) Ignore Armor +1 defense ------ Defense +1 (+0 eff.) Physical save +3 (+1 eff.) Mind save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mindpower +6 (+1 eff.) defense ------ Defense +10 (+3 eff.) Resistance +15% mind Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) other ------- Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Effective talent level: 4.5 Power cost 8 out of 25/25. Range 7 Cooldown: 7 Travel.spd instantaneous Is: a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 102 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
![]() 2.0 Encumbrance T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag offense ------ Spell Crit +6% Spellpower/crit +5 Damage +15% arcane +15% darkness defense ------ Defense +10 (+3 eff.) Resistance +12% arcane +12% darkness Shield Duration +1 Shield Power +15% other ------- Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Effective talent level: 3.5 Power cost 21 out of 28/28. Range 7 Cooldown: 7 Travel.spd instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 125.06 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
![]() 2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats +12 Mag offense ------ Damage +25% cold When Hit 60 ice defense ------ Defense +12 (+3 eff.) Resistance +25% cold -15% fire +8% all Release a radius 4 chilling blast, instantly dealing 341.22 cold damage and condensing the air into freezing vapors that deal 113.74 cold damage (based on Magic) each turn for 10 turns. Uses 22 power out of 30/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
![]() 2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck offense ------ Spellpower +8 (+3 eff.) Damage +10% temporal defense ------ Defense +10 (+3 eff.) Resistance +20% temporal Max Resistance +10% temporal Physical save +20 (+5 eff.) Spell save +20 (+6 eff.) Mind save +20 (+6 eff.) Confus Resist +40% other ------- Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination See the Threads: Effective talent level: 2.5 Power cost 37 out of 50/50. Range melee/personal Cooldown: 45 Travel.spd instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 4 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
![]() 2.0 Encumbrance T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: defense ------ Resistance +20% lightning +20% darkness +20% fire +20% cold +20% nature -30% arcane Max Resistance +10% lightning +10% darkness +10% fire +10% cold +10% nature -30% arcane Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 37 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
![]() 2.0 Encumbrance T5 cloak armor [Ego++] Master/Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Mind Crit +6% Damage +22% darkness Ignore resists +10% darkness defense ------ Defense +3 (+1 eff.) Resistance +23% darkness Stealth +21 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun offense ------ Physical Power +10 (+2 eff.) Spellpower +30 (+10 eff.) defense ------ Defense +6 (+2 eff.) Resistance +15% all Spell save +25 (+8 eff.) Blind Resist +50% other ------- See Invis +10 A silk robe, darker than the darkest night sky, it radiates power. |
![]() 2.0 Encumbrance T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil offense ------ Mind Crit +9% Mindpower +20 (+4 eff.) On-Hit 35 mind 10% gloom effects Ignore resists +20% all When Hit 35 mind 10% gloom effects defense ------ Defense +12 (+3 eff.) Resistance +15% all other ------- Psi/turn +0.20 Hate-on-crit +4.00 Psi-on-crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Slaughter +0.10 Psionic/Solipsism +0.20 Cursed/Punishments Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
![]() 2.0 Encumbrance T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag offense ------ Spellpower +12 (+4 eff.) Damage +20% fire Ignore resists +20% fire When Hit 18 fire defense ------ Armor +2 Defense +15 (+4 eff.) Resistance +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun offense ------ Spellpower +15 (+5 eff.) Damage +12% all When Hit 15 arcane defense ------ Armor +10 Defense +10 (+3 eff.) Resistance +10% lightning +10% cold +10% fire +10% arcane +13% all Spell save +20 (+6 eff.) Mind save +15 (+4 eff.) Silence Resist +50% other ------- Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature +11% all Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil offense ------ Spellpower +23 (+8 eff.) Damage +20% temporal +20% physical Ignore resists +20% temporal +20% physical When Hit 20 physical 10 temporal defense ------ Armor +3 Defense +9 (+2 eff.) Resistance +10% temporal +10% physical +13% all Temporal Reprieve: Effective talent level: 2.5 Power cost 37 out of 50/50. Range melee/personal Fixed Cooldown: 40 Travel.spd instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun offense ------ Spellpower +20 (+7 eff.) Move Speed +10% Damage +25% lightning Ignore resists +15% lightning defense ------ Defense +15 (+4 eff.) Resistance +20% lightning +13% all Slow Projectiles +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
![]() 2.0 Encumbrance T5 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag offense ------ Spellpower +12 (+4 eff.) Damage +17% temporal +17% physical +16% all Ignore resists +10% temporal +10% physical defense ------ Resistance +15% all Anomaly Control +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Rare] Psionic While equipped: offense ------ Spell Crit +8% Critical power +20.59% Spellpower/crit +4 Ignore resists +26% blight When Hit 8 arcane On-Hit (Melee): * 21% chance to reduce strength, dexterity, and constitution by 24 defense ------ Resistance +6% blight +20% darkness +20% mind +15% all Physical save +15 (+4 eff.) Spell save +20 (+6 eff.) Mind save +40 (+11 eff.) other ------- Mana-on-crit +2.06 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Psionic While equipped: offense ------ Mind Crit +2% Mindpower +7 (+1 eff.) Damage +18% darkness +29% physical Ignore resists +11% darkness +14% physical defense ------ Resistance +15% all other ------- Max hate +11.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego++] Arcane/Psionic While equipped: offense ------ Mind Crit +3% Spellpower +18 (+6 eff.) Mindpower +8 (+2 eff.) Damage +14% physical +17% darkness +16% all Ignore resists +16% darkness +20% physical defense ------ Resistance +15% all other ------- Max hate +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego++] Nature/Psionic While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Damage +21% mind Ignore resists +15% mind defense ------ Resistance +16% blight +15% all Life +51.00 Life Regen +4.00 Healmod +22% other ------- Psi/turn +0.85 Max psi +30.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag offense ------ Spellpower +15 (+5 eff.) Damage +25% arcane defense ------ Defense +6 (+2 eff.) Fatigue +1% Resistance +25% arcane Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Creates an arcane explosion dealing 200 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 18 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
![]() 3.0 Encumbrance T4 feet armor [Unique] Psionic While equipped: offense ------ Physical Power +12 (+3 eff.) Ignore Armor +15 defense ------ Armor +12 Defense +2 (+1 eff.) Fatigue +8% Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Life +80.00 Stun Resist +40% other ------- Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 24 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() 2.0 Encumbrance T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag offense ------ Damage +18% fire defense ------ Armor +5 Defense +3 (+1 eff.) Fatigue +6% Resistance +20% cold other ------- Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 52 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 66% (based on Cunning). Uses 37 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +7 Lck +5 Dex offense ------ Damage +6% lightning +18% acid Ignore resists +10% lightning defense ------ Armor +3 Resistance +12% nature +5% arcane Stealth +7 A pair of boots made of leather. |
![]() 0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex offense ------ Move Speed +10% defense ------ Defense +4 (+1 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 6.8 Power cost 15 out of 20/20. Range 7 Cooldown: 13 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 7 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() 2.0 Encumbrance T5 feet armor [Ego++] Arcane/Master While equipped: Stats +2 Dex offense ------ Ignore resists +15% darkness +17% temporal defense ------ Armor +5 Defense +11 (+3 eff.) Resistance +20% darkness +30% temporal Out-of-Phase Defense +21 Out-of-Phase Resistance +16% Out-of-Phase Resilience +14% A pair of boots made of leather. |
![]() 2.0 Encumbrance T5 feet armor [Rare] Master While equipped: Stats +3 Dex offense ------ Mind Crit +3% Critical power +20.00% defense ------ Armor +5 Defense +14 (+4 eff.) Resistance +18% light +21% fire Evasion: (Instant) Puts all charms on 22 turn cooldown Effective talent level: 4.5 Power cost 22 out of 30/30. Range melee/personal Cooldown: 16 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 41 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 2.0 Encumbrance T5 feet armor [Rare] Nature While equipped: Stats +5 Mag offense ------ Ignore resists +25% acid When Hit 10 acid On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 24 defense ------ Armor +5 Resistance +14% lightning +15% temporal +5% arcane other ------- Infravision +3 A pair of boots made of leather. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Nature While equipped: offense ------ Damage +6% nature Ignore resists +25% nature On-Hit (Melee): * 20% chance to slow global speed by 75% defense ------ Armor +4 Fatigue +3% Resistance +10% lightning +20% temporal +18% fire Crit Resistance 15.00% Pinning Resist +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T3 feet armor [Ego++] Master While equipped: Stats +2 Cun +2 Con offense ------ Physical Crit +2.0% Physical Power +4 (+1 eff.) Ignore resists +10% physical defense ------ Armor +3 Physical save +15 (+4 eff.) Mind save +13 (+4 eff.) A pair of boots made of leather. |
![]() 1.0 Encumbrance T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +3% Spellpower +2 (+1 eff.) Spellpower/crit +4 Damage +8% darkness +8% temporal Ignore resists +10% darkness +10% temporal defense ------ Resistance +8% darkness +8% temporal other ------- Negative/turn +0.20 Unarmed combat: Weapon Damage 14.0 - 15.4 Physical Uses 70% Mag, 89% Cun, 89% Wil Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +6.0% Attack Speed 100% Damage Conversion 100% void On Hit: 15% Dust to Dust 1 On Hit: 10% Mind Blast 1 On Hit: 10% Turn Back the Clock 1 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() 1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag offense ------ Physical Crit +10.0% Spell Crit +10% Critical power +50.00% Damage +10% physical defense ------ Armor +6 Unarmed combat: Weapon Damage 36.0 - 50.4 Physical Uses 89% Wil, 50% Mag, 89% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 83% On-hit +20 arcane On Hit: 10% Displacement Shield 3 On Hit: 15% Wave of Power 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
![]() 1.0 Encumbrance T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +9 Mag +3 Cun defense ------ Defense +8 (+2 eff.) Stun Resist +20% other ------- Max vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Unarmed combat: Weapon Damage 36.0 - 50.4 Physical Uses 70% Mag, 89% Wil, 89% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 100% On Hit: 10% Blood Grasp 3 On Hit: 12% Soul Rot 3 On Hit: 8% Drain 2 Increases all damage by 4% of current vim Current Bonus: 0% Darkfire: Effective talent level: 6.5 Power cost 9 out of 12/12. Range 6 Cooldown: 7 Travel.spd 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 97.82 fire damage and 106.56 darkness damage in a radius of 7. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
![]() 1.5 Encumbrance T5 hands armor [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag offense ------ Spell Crit +10% Spellpower +10 (+3 eff.) Damage +12% physical Ignore resists +15% physical defense ------ Armor +12 Resistance +10% physical other ------- Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Unarmed combat: Weapon Damage 39.0 - 54.6 Physical Uses 60% Mag, 89% Wil, 89% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +7.0% Attack Speed 83% On-Hit, radius 1 +50 gravity On-crit, radius 2 +30 gravity pin On Hit: 15% Earthen Missiles 5 Earthquake: Effective talent level: 5.5 Power cost 22 out of 30/30. Range 10 Cooldown: 27 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 86.61 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
![]() 1.5 Encumbrance T4 hands armor [Rare] Arcane While equipped: offense ------ On-Hit 18 darkness Damage +11% darkness +21% mind Ignore resists +25% mind +25% acid When Hit 8 acid On-Hit (Melee): * 20% chance to reduce armor by 34% defense ------ Armor +3 Fatigue +5% Resistance +14% darkness Unarmed combat: Weapon Damage 32.0 - 44.8 Physical Uses 89% Wil, 89% Cun, 50% Mag Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On Hit: 20% Moonlight Ray 5 On Hit: * 11% chance to reduce damage dealt by 36% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T4 hands armor [Unique] Psionic While equipped: offense ------ On-Hit 15 darkness 15 cold Damage +20% darkness +20% cold defense ------ Armor +5 Unlife -100.00 life Healmod -10% other ------- Max hate +20.00 Unarmed combat: Weapon Damage 26.0 - 36.4 Physical Uses 129% Wil, 89% Cun, 50% Mag Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On Hit: 10% Dominate 3 On Hit: 5% Slash 3 Instill Fear: Effective talent level: 4.5 Power cost 15 out of 30/30. Range 8 Cooldown: 7 Travel.spd instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 45.38 mind and 45.75 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 40% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 39. Terrified: Deals 10.89 mind and 10.98 darkness damage per turn and increases cooldowns by 60%. Haunted: Causes the target to suffer 17.56 mind and 17.70 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
![]() 1.5 Encumbrance T5 hands armor [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil offense ------ Mind Crit +15% Mindpower +12 (+2 eff.) Damage +25% nature Ignore resists +25% nature defense ------ Armor +8 Defense +6 (+2 eff.) Spell save +15 (+5 eff.) Life +100.00 other ------- Light +1 Unarmed combat: Weapon Damage 34.0 - 47.6 Physical Uses 89% Wil, 50% Mag, 89% Cun Ignore Armor +18 Critical Rate +12.0% Attack Speed 83% On-hit +20 silence On Hit: 15% Mana Clash 3 On Hit: 15% Antimagic Zone 3 On Hit: * 50 arcane resource burn Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 233.12 arcane damage and stunned). Uses 73 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
![]() 1.5 Encumbrance T3 hands armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +5% Critical power +20.00% Spellpower +12 (+4 eff.) Damage +15% lightning defense ------ Armor +5 Resistance +15% lightning Unarmed combat: Weapon Damage 23.0 - 32.2 Physical Uses 89% Wil, 89% Cun, 50% Mag Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +4.0% Attack Speed 83% On-hit +20 lightning On Hit: 20% Chain Lightning 2 On Hit: 15% Nova 1 This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
![]() 1.0 Encumbrance T4 hands armor [Ego++] Arcane/Master While equipped: Stats +5 Mag +3 Wil offense ------ Physical Crit +20.0% Spell Crit +12% Mind Crit +17% Critical power +9.00% On-Hit 7 acid 7 fire 8 cold 7 lightning defense ------ Armor +3 Unarmed combat: Weapon Damage 35.5 - 39.1 Physical Uses 89% Wil, 50% Mag, 89% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +15.0% Attack Speed 100% On-hit +12 ice +24 fire +20 acid +20 lightning On Crit: 20% Cripple 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T4 hands armor [Ego++] Master While equipped: Stats +9 Str +3 Dex +4 Wil +4 Cun +4 Con defense ------ Armor +3 Physical save +9 (+2 eff.) Disarm Resist +25% other ------- Cooldown Double Strike -1 Masteries +0.20 Technique/Grappling Unarmed combat: Weapon Damage 27.5 - 30.3 Physical Uses 89% Wil, 50% Mag, 89% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +11 Ignore Armor +5 Critical Rate +14.0% Attack Speed 100% On Hit: 10% Disarm 5 On Hit: 10% Set Up 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T4 hands armor [Ego+] Nature/Disrupt While equipped: offense ------ On-Hit 8 physical Damage +6% physical defense ------ Armor +11 Fatigue +5% Resistance +12% blight +14% darkness +10% arcane Affinity +5% nature Spell save +15 (+5 eff.) other ------- Masteries +0.20 Wild-gift/Antimagic Unarmed combat: Weapon Damage 26.5 - 37.1 Physical Uses 89% Wil, 50% Mag, 89% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On-Hit, radius 1 +13 physical On-crit, radius 2 +10 physical On Hit: 10% Sand Breath 5 On Crit: 20% Call of the Ooze 2 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T4 hands armor [Ego+] Psionic While equipped: offense ------ Mindpower +6 (+1 eff.) On-Hit 31 mind 23 darkness On-Hit (Melee): * 16% chance to reduce all saves and defense by 46 defense ------ Armor +3 Fatigue +5% Mind save -12 (-4 eff.) Unarmed combat: Weapon Damage 28.5 - 39.9 Physical Uses 89% Wil, 50% Mag, 89% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On Hit: 10% Reproach 5 Ruined Earth: Puts all charms on 15 turn cooldown Effective talent level: 4.5 Power cost 15 out of 20/20. Range 6 Cooldown: 27 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 Encumbrance T4 head armor [Unique] Arcane While equipped: Stats +8 Mag +4 Wil +8 Cun offense ------ Damage +20% blight Ignore resists +10% blight Accuracy +10 (+2 eff.) defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +6% Resistance +20% blight Disease Resist +50% other ------- See Stealth +12 See Invis +12 Masteries +0.30 Corruption/Vim This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
![]() 3.0 Encumbrance T5 head armor [Random Unique] Master While equipped: Stats +14 Str offense ------ Damage +15% light Ignore resists +25% light defense ------ Armor +13 Defense +6 (+2 eff.) Fatigue +5% Resistance +6% light +7% all Physical save +11 (+3 eff.) other ------- Light +3 Skullcracker: Puts all charms on 15 turn cooldown Effective talent level: 4.5 Power cost 15 out of 20/20. Range melee/personal Cooldown: 10 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 902.6 Physical damage. If the attack hits, the target is confused (43% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T4 head armor [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck offense ------ Damage +10% physical +10% fire defense ------ Armor +9 Defense +5 (+1 eff.) Fatigue +10% other ------- Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Effective talent level: 4.5 Power cost 33 out of 45/45. Range melee/personal Cooldown: 18 Travel.spd instantaneous Is: a mind power and a nature gift Description: You let out a powerful roar that sends your foes in radius 6 into utter confusion (power: 47%) for 3 turns. The sound wave is so strong, your foes also take 326.06 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Arcane While equipped: Stats +3 Dex +13 Mag +7 Wil +8 Con offense ------ Spellpower +6 (+2 eff.) Damage +19% arcane +6% physical Accuracy +30 (+6 eff.) defense ------ Defense +3 (+1 eff.) Resistance +7% lightning +6% temporal +8% light +5% fire +7% nature +7% acid +6% blight +7% cold +7% darkness Unlife -60.00 life Arcane Eye: (Instant) Puts all charms on 8 turn cooldown Effective talent level: 6.5 Power cost 8 out of 10/10. Range melee/personal Cooldown: 9 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: defense ------ Defense +2 (+1 eff.) Resistance +20% arcane other ------- Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
![]() 3.0 Encumbrance T3 head armor [Unique] Master While equipped: Stats +2 Str +4 Mag offense ------ Physical Power +10 (+2 eff.) Spellpower +10 (+3 eff.) defense ------ Armor +9 Fatigue +4% Silence Resist +30% other ------- Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
![]() 1.0 Encumbrance T5 head armor [Unique] Psionic While equipped: offense ------ Mind Crit +9% Mindpower +20 (+4 eff.) Ignore resists +10% mind defense ------ Defense +7 (+2 eff.) Resistance +15% mind Max Resistance +10% mind Mind save +25 (+7 eff.) Confus Resist +40% other ------- Psi-on-crit +6.00 Max psi +50.00 Infravision +5 Reveal the surrounding area (range 20). Uses 22 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
![]() 3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+3 eff.) Spell save +12 (+4 eff.) Mind save +12 (+4 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 3.0 Encumbrance T4 head armor [Unique] Arcane/Master While equipped: Stats +10 Wil +10 Con defense ------ Armor +15 Fatigue +5% Resistance +20% darkness +20% blight other ------- Masteries +0.20 Corruption/Demonic pact +0.20 Corruption/Demon seeds Shadow Power +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
![]() 2.0 Encumbrance T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil offense ------ Mindpower +16 (+3 eff.) defense ------ Defense +8 (+2 eff.) Fear Resist +60% other ------- Masteries +0.20 Cursed/Fears Instill Fear: Effective talent level: 3.5 Power cost 13 out of 45/45. Range 8 Cooldown: 7 Travel.spd instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 40.53 mind and 40.87 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 35% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 35. Terrified: Deals 9.68 mind and 9.76 darkness damage per turn and increases cooldowns by 53%. Haunted: Causes the target to suffer 15.63 mind and 15.76 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
![]() 3.0 Encumbrance T4 head armor [Unique] Master While equipped: Stats +10 Str +10 Con offense ------ Damage +15% light defense ------ Armor +10 Fatigue +4% Resistance +15% light +25% darkness Max Resistance +10% darkness Resist unseen 33% other ------- Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 29 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
![]() 2.0 Encumbrance T5 head armor [Rare] Arcane While equipped: offense ------ Critical power +15.00% Damage +20% darkness Ignore resists +20% blight Ignore Shields +30% defense ------ Defense +3 (+1 eff.) Resistance +30% darkness +15% blight Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Vim-on-crit +2.00 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Dex +5 Wil +8 Cun offense ------ Mindpower +20 (+4 eff.) Ignore Armor +6 When Hit 4 nature defense ------ Armor +3 Fatigue +3% Resistance +9% mind other ------- Max psi +50.00 A cap made of leather. |
![]() 14.0 Encumbrance T5 heavy armor [Random Unique] Nature/Master/Psionic While equipped: Stats +8 Cun +13 Wil offense ------ Critical power +10.00% Spellpower/crit +6 Damage +21% blight Ignore resists +20% blight defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +12% Resistance +28% blight +9% physical +26% darkness Physical save +25 (+6 eff.) Mind save +21 (+6 eff.) other ------- Light +2 A suit of armour made of mail. |
![]() 14.0 Encumbrance T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con defense ------ Armor +18 Defense +10 (+3 eff.) Fatigue +16% Resistance +20% acid +20% blight +20% fire +20% nature +20% lightning Life +120.00 Devouring Flame: Effective talent level: 4.5 Power cost 37 out of 80/80. Range 10 Cooldown: 18 Travel.spd instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 67.20 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() 9.0 Encumbrance T5 light armor [Unique] Nature/Disrupt While equipped: offense ------ Mindpower +10 (+2 eff.) defense ------ Armor +10 Defense +10 (+3 eff.) Fatigue +20% Resistance +20% lightning +20% temporal +20% light +20% fire +20% nature +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell save +20 (+6 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
![]() 9.0 Encumbrance T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Mag +5 Cun offense ------ Critical power +20.00% Spellpower +10 (+3 eff.) Damage +20% darkness +20% cold When Hit 15 darkness 15 cold defense ------ Armor +18 Hardiness +15% Defense +18 (+5 eff.) Resistance +30% temporal +30% darkness +30% cold Stealth +10 other ------- Masteries +0.10 Spell/Phantasm +0.10 Spell/Dreadmaster +0.10 Cunning/Stealth Turn yourself invisible (power 37, based on Cunning and Magic) for 10 turns. Uses 37 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
![]() 9.0 Encumbrance T5 light armor [Unique] Arcane/Master With a better grip it would be the destroyer of your enemies. While equipped: Stats +3 Cun +9 Mag offense ------ Spellpower +10 (+3 eff.) On-Hit 25 vim draining blight When Hit 25 vim draining blight defense ------ Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Disease Resist +100% other ------- Max vim +25.00 Masteries +0.20 Corruption/Sanguisuge +0.20 Corruption/Blood Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 Blood Grasp: Effective talent level: 6.5 Power cost 9 out of 12/12. Range 10 Cooldown: 4 Travel.spd 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 169.51 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
![]() 9.0 Encumbrance T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Physical Crit +8.0% Spell Crit +10% Critical power +20.00% Spellpower +15 (+5 eff.) On-Hit 15 light 30 fire On-Ranged-Hit 15 light 30 fire Damage +20% fire +5% light +10% all Ignore resists +10% light +15% fire When Hit 30 fire defense ------ Armor +12 Defense +15 (+4 eff.) Resistance +20% fire +12% light -5% cold other ------- Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Effective talent level: 5.5 Power cost 9 out of 16/16. Range melee/personal Cooldown: 4 Travel.spd instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 6, knocking back anything caught inside and setting them ablaze, doing 146.76 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
![]() 9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+4 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() 17.0 Encumbrance T5 massive armor [Unique] Arcane While equipped: Stats +10 Str +10 Con offense ------ Physical Power +10 (+2 eff.) When Hit 30 physical defense ------ Armor +30 Fatigue +25% Resistance +20% physical Physical save +15 (+4 eff.) Blood Charges: 0 Drain blood from all creatures within range 5, causing them to bleed for 493.92 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed. Uses 19 power out of 25/25 Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
![]() 17.0 Encumbrance T4 massive armor [Unique] Master While equipped: Stats +6 Con defense ------ Armor +32 Hardiness +10% Defense +20 (+5 eff.) Fatigue +15% Resistance +25% darkness +25% fire Physical save +40 (+10 eff.) Healmod -30% Stun Resist +40% Knockbk Resist +40% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
![]() 17.0 Encumbrance T5 massive armor [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con offense ------ Mindpower +10 (+2 eff.) When Hit: * 20% chance to cause random gloom defense ------ Armor +40 Defense +15 (+4 eff.) Fatigue +17% Resistance +15% acid +15% light +20% blight +25% mind +20% darkness Physical save +15 (+4 eff.) Mind save +25 (+7 eff.) Confus Resist +100% Fear Resist +100% other ------- Light -2 Infravision +4 Masteries +0.20 Cursed/Gloom Dominate: Effective talent level: 3.5 Power cost 11 out of 25/25. Range 2 Cooldown: 7 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 5 turns and vulnerable to attacks. They will lose 20 Armour, 29 Defense and your attacks will gain 38% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
![]() 7.0 Encumbrance T3 shield armor [Unique] Nature When used to Attack: Weapon Damage 40.0 - 48.0 Physical Uses 162% Wil, 50% Mag Accuracy Bonus +2.5% proc damage (max 250%) 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 (+2 eff.) Ranged Defense +8 (+2 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. |
![]() 7.0 Encumbrance T5 shield armor [Random Unique] Nature/Disrupt/Psionic When used to Attack: Weapon Damage 64.5 - 77.4 Physical Uses 162% Wil, 50% Mag Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +5.0% Block +236 On-hit +25 physical While equipped: Stats +8 Con +5 Wil offense ------ Physical Power +10 (+2 eff.) On-Hit 14 acid 16 nature Ignore resists +25% physical On-Hit (Melee): * 9 arcane resource burn When Hit: * 11 arcane resource burn defense ------ Armor +13 Fatigue +8% Resistance +17% blight +10% physical +29% nature +9% acid Windwall +75 Slow Projectiles +26% other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T4 shield armor [Unique] Arcane When used to Attack: Weapon Damage 40.0 - 48.0 Physical Uses 162% Wil, 50% Mag Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +5.0% Block +180 While equipped: offense ------ On shield block: * 30% chance of petrifying the attacker. defense ------ Armor +25 Defense +5 (+1 eff.) Ranged Defense +10 (+3 eff.) Fatigue +12% Resistance +10% acid +10% physical +10% lightning +10% fire other ------- Talents +1 Block On block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
![]() 7.0 Encumbrance T5 shield armor [Unique] Arcane When used to Attack: Weapon Damage 48.0 - 57.6 Ice Uses 162% Wil, 50% Mag Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +8.0% Block +150 On Hit: 15% Ice Shards 3 While equipped: defense ------ Armor +20 Defense +5 (+1 eff.) Ranged Defense +12 (+3 eff.) Fatigue +10% Resistance +25% cold +25% fire other ------- Talents +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
![]() 7.0 Encumbrance T5 shield armor [Unique] Nature When used to Attack: Weapon Damage 52.0 - 62.4 Light Uses 162% Wil, 50% Mag Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +4.5% Block +260 On Hit: * 30% chance to blind * releases a burst of light While equipped: Stats +3 Cun +5 Wil offense ------ Mindpower +8 (+2 eff.) Damage +10% fire +15% mind +15% light Ignore resists +10% fire +10% light +10% mind defense ------ Armor +15 Defense +17 (+4 eff.) Ranged Defense +17 (+4 eff.) Fatigue +12% Resistance +12% mind +10% fire +20% light +15% darkness Mind save +18 (+5 eff.) Blind Resist +100% Confus Resist +25% other ------- Max psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 77.06 to 96.32 light damage (based on Willpower and Cunning). Uses 9 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
![]() 7.0 Encumbrance T5 shield armor [Unique] Arcane When used to Attack: Weapon Damage 50.0 - 60.0 Temporal Uses 162% Wil, 70% Mag Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +4.5% Block +325 On Hit: 25% Turn Back the Clock 3 While equipped: offense ------ Spellpower +12 (+4 eff.) defense ------ Armor +4 Defense +8 (+2 eff.) Ranged Defense +10 (+3 eff.) Resistance +30% temporal Damage Reduction +20 all Spell save +20 (+6 eff.) Slow Projectiles +50% other ------- Talents +1 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
![]() 7.0 Encumbrance T5 shield armor [Unique] Arcane When used to Attack: Weapon Damage 52.0 - 62.4 Darkness Uses 162% Wil, 50% Mag Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +4.5% Block +200 While equipped: offense ------ When Hit 10 darkness defense ------ Armor +9 Defense +12 (+3 eff.) Ranged Defense +15 (+4 eff.) Fatigue +28% other ------- Talents +1 Block Masteries +0.20 Technique/Shield defense +0.20 Technique/Shield offense +0.20 Corruption/Doom shield Shadow Power +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
![]() 7.0 Encumbrance T5 shield armor [Unique] Arcane Glows brightly in the light of dawn. When used to Attack: Weapon Damage 50.0 - 60.0 Light Uses 162% Wil, 50% Mag Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +4.5% Block +280 While equipped: defense ------ Armor +20 Defense +16 (+4 eff.) Ranged Defense +17 (+4 eff.) Fatigue +14% Resistance +30% blight +30% darkness Spell save +19 (+6 eff.) other ------- Light +2 Talents +1 Block When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
![]() 7.0 Encumbrance T5 shield armor [Random Unique] Nature/Disrupt/Master When used to Attack: Weapon Damage 66.0 - 79.2 Physical Uses 162% Wil, 50% Mag Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +5.0% Block +191 On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Dex +6 Con offense ------ Physical Crit +13.0% Physical Power +10 (+2 eff.) On-Hit 18 acid 14 nature On-Hit (Melee): * 13 arcane resource burn When Hit: * 10 arcane resource burn defense ------ Armor +10 Fatigue +8% Resistance +15% acid +17% nature Spell save +3 (+1 eff.) Life +185.00 other ------- Talents +1 Block Handheld deflection devices. |
![]() 3.0 Encumbrance T5 arrow ammo [Random Unique] Arcane/Nature/Master Weapon Damage 81.0 - 113.4 Physical Uses 101% Wil, 85% Cun, 50% Mag Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +19 Critical Rate +20.0% Capacity 20 Projectile Speed +202% On-ranged-hit +42 lightning On-Hit, radius 1 +29 fire On-crit, radius 2 +21 lightning On Crit: * Wound the target dealing 344 physical damage across 5 turns and reducing healing by 50% While equipped: other ------- Reload +4 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T4 arrow ammo [Rare] Psionic Weapon Damage 46.5 - 65.1 Physical Uses 101% Wil, 85% Cun, 50% Mag Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +2.5% Capacity 17 Auto Reload 6 On-ranged-hit +52 mind +20 darkness On-Hit, radius 1 +20 darkness On Hit: * 45% chance to reduce all saves and defense by 46 * 20 arcane resource burn * 20% chance to slow global speed by 75% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T4 arrow ammo [Unique] Arcane Weapon Damage 34.0 - 47.6 Bright light Uses 101% Wil, 70% Mag, 73% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +2.0% Capacity 25 Projectile Speed +300% On Hit: * 25% chance to blind Shoots beams through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
![]() 3.0 Encumbrance T5 arrow ammo [Unique] Master Weapon Damage 62.0 - 86.8 Physical Uses 125% Wil, 50% Mag, 61% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +8.0% Capacity 18 On Crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
![]() 3.0 Encumbrance T5 arrow ammo [Unique] Arcane Weapon Damage 45.0 - 63.0 Void Uses 101% Wil, 90% Mag, 85% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +120 Critical Rate +6.0% On Hit: 15% Spatial Tether 1 On Hit: 15% Dimensional Anchor 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 Encumbrance axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 37 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con offense ------ Ignore resists +10% physical defense ------ Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Life +50.00 While carried: other ------- Talents +1 Dig Earthquake: Effective talent level: 5.5 Power cost 22 out of 30/30. Range 10 Cooldown: 27 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 86.61 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
![]() 3.0 Encumbrance T5 digger tool [Ego+] Master While equipped: Stats +3 Str offense ------ Critical power +20.00% Physical Power +7 (+2 eff.) Ignore Armor +5 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T5 digger tool [Rare] Arcane While equipped: Stats +13 Str +9 Wil offense ------ Physical Crit +14.0% Mind Crit +15% Damage +9% blight +9% cold +6% darkness On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 24 defense ------ Resistance +20% blight +6% cold +12% darkness While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 58 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 73 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 0.0 Encumbrance lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck offense ------ Physical Power +12 (+3 eff.) Spellpower +12 (+4 eff.) other ------- Light +6 Breathe water Tidal Wave: Effective talent level: 5.5 Power cost 58 out of 150/150. Range melee/personal Cooldown: 9 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 32.17 cold damage and 44.66 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats +2 Dex offense ------ Mind Crit +5% Critical power +15.00% Mindpower +6 (+1 eff.) defense ------ Armor +2 Resistance +3% fire Mind save +6 (+2 eff.) Healmod +20% Blind Resist +20% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T5 lite [Random Unique] Arcane/Nature/Psionic While equipped: Stats +6 Wil offense ------ Physical Crit +5.0% Critical power +19.00% Physical Power +8 (+2 eff.) Damage +13% light defense ------ Defense +20 (+5 eff.) Resistance +9% cold +3% fire +12% mind +13% darkness Affinity +5% light Mind save +16 (+5 eff.) Stun Resist +20% other ------- Light +7 See Stealth +25 See Invis +17 Sun Flare: Puts all charms on 22 turn cooldown Effective talent level: 4.5 Power cost 22 out of 30/30. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 164.74 light damage. At talent level 3 you gain 29% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(154 power, based on Willpower). Uses 8 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 Encumbrance T5 misc tool [Unique] Arcane/Psionic While equipped: offense ------ Spellpower +10 (+3 eff.) Mindpower +10 (+2 eff.) On-Hit 25 phys.bleed Damage +10% temporal +5% physical When Hit 25 phys.bleed defense ------ Resistance +15% temporal Animate Blade: Effective talent level: 6.5 Power cost 11 out of 25/25. Range 10 Cooldown: 0 Travel.spd instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
![]() 2.0 Encumbrance T4 misc tool [Unique] Arcane While equipped: offense ------ Damage +15% temporal defense ------ Resistance +0% all +15% temporal Damage Reduction +0 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 15 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
![]() 2.0 Encumbrance T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun offense ------ Accuracy +12 (+3 eff.) Ignore Armor +12 defense ------ Defense +12 (+3 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) other ------- See Stealth +12 See Invis +12 Track: Effective talent level: 3.5 Power cost 13 out of 35/35. Range melee/personal Cooldown: 18 Travel.spd instantaneous Description: Sense foes around you in a radius of 27 for 6 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 8 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 146 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 Encumbrance T5 shot ammo [Rare] Master Weapon Damage 67.5 - 81.0 Physical Uses 40% Wil, 50% Mag, 135% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 23 On-Hit, radius 1 +20 lightning +20 arcane +20 darkness On-crit, radius 2 +20 darkness +20 arcane On Hit: * 20% chance to reduce damage dealt by 36% Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T4 shot ammo [Unique] Arcane Weapon Damage 32.0 - 38.4 Ice Uses 40% Wil, 50% Mag, 135% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 25 On Hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
![]() 3.0 Encumbrance T5 shot ammo [Random Unique] Arcane/Psionic Weapon Damage 51.0 - 61.2 Physical Uses 40% Wil, 50% Mag, 135% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 22 On-ranged-hit +23 physical +11 temporal +24 cold +20 nature On-Hit, radius 1 +4 nature On-crit, radius 2 +12 temporal On Hit: * 35% chance to gain 10% of a turn (3/turn limit) * 20% chance to knock the target back 3 spaces and deal 318 physical damage Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T5 shot ammo [Random Unique] Arcane/Psionic Weapon Damage 52.0 - 62.4 Physical Uses 40% Wil, 50% Mag, 135% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 20 On-ranged-hit +8 blight +29 physical On-Hit, radius 1 +4 lightning +8 arcane +8 blight On-crit, radius 2 +12 lightning +20 arcane On Hit: * 20% chance to knock the target back 3 spaces and deal 318 physical damage * Create an explosion dealing 92 acid damage (1/turn) On Crit: * Splash the target with acid dealing 132 damage over 5 turns and reducing armor and accuracy by 17 Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T5 totem charm [Random Unique] Nature While equipped: offense ------ Damage +9% lightning +6% fire Ignore resists +15% lightning +20% fire defense ------ Resistance +12% fire Heal yourself and all friendly characters within 10 spaces for 512 Puts all charms on 11 turn cooldown 100% to gain a 25% chance to evade weapon attacks for 2 turns. 100% to cleanse 3 total effects of type disease, wound, or poison. 100% to increase all damage penetration by 25% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +5 Str offense ------ Damage +5% physical defense ------ Resistance +10% nature Physical save +10 (+3 eff.) Life Regen +0.15 Healmod +10% other ------- Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() 2.0 Encumbrance T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil offense ------ Mindpower +8 (+2 eff.) When Hit: * 18% chance to slow global speed by 75% defense ------ Resistance +20% blight +20% arcane Spell save +20 (+6 eff.) other ------- Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 37 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() 2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con offense ------ Mindpower +7 (+1 eff.) Damage +20% nature defense ------ Resistance +20% blight +20% nature Healmod +25% other ------- Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 8 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 2.0 Encumbrance T4 wand charm [Rare] Arcane While equipped: Stats +4 Wil offense ------ Mind Crit +3% Damage +12% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 46 defense ------ Resistance +3% mind +12% darkness Mind save +15 (+4 eff.) Create a radius 3 storm for 5 turns. Each turn, creatures within take 85 lightning damage and will be dazed for 1 turn (425 total damage) Puts all charms on 11 turn cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag offense ------ Spellpower +10 (+3 eff.) Damage +12% darkness +12% temporal When Hit 16 void defense ------ Resistance +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 189.28 temporal and 206.18 darkness damage (based on Magic). Uses 15 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
![]() 2.0 Encumbrance T4 wand charm [Rare] Arcane While equipped: Stats +4 Str +2 Dex offense ------ Physical Crit +5.0% Damage +12% physical Ignore resists +20% darkness Accuracy +20 (+4 eff.) Ignore Armor +3 defense ------ Unlife -60.00 life Create a radius 3 storm for 5 turns. Each turn, creatures within take 87 lightning damage and will be dazed for 1 turn (439 total damage) Puts all charms on 11 turn cooldown 100% to increase all damage by 22% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
Achievements
By Gizmo the Yeek Mindslayer level 38
18th Haze 124th year of Ascendancy at 07:50 see stats
By Gizmo the Yeek Mindslayer level 29
4th Dusk 123rd year of Ascendancy at 09:12 see stats
By Gizmo the Yeek Mindslayer level 35
31st Dusk 123rd year of Ascendancy at 09:57 see stats
By Gizmo the Yeek Mindslayer level 19
76th Haze 122nd year of Ascendancy at 20:59 see stats
By Gizmo the Yeek Mindslayer level 42
8th Allure 126th year of Ascendancy at 00:57 see stats
By Gizmo the Yeek Mindslayer level 50
35th Dusk 126th year of Ascendancy at 15:25 see stats
By Gizmo the Yeek Mindslayer level 40
27th Regrowth 125th year of Ascendancy at 16:07 see stats
By Gizmo the Yeek Mindslayer level 20
36th Regrowth 123rd year of Ascendancy at 17:44 see stats
By Gizmo the Yeek Mindslayer level 17
43rd Dusk 122nd year of Ascendancy at 23:23 see stats
By Gizmo the Yeek Mindslayer level 41
44th Regrowth 125th year of Ascendancy at 12:27 see stats
By Gizmo the Yeek Mindslayer level 20
27th Regrowth 123rd year of Ascendancy at 08:19 see stats
By Gizmo the Yeek Mindslayer level 50
20th Dusk 126th year of Ascendancy at 02:29 see stats
By Gizmo the Yeek Mindslayer level 45
41st Pyre 126th year of Ascendancy at 19:30 see stats
By Gizmo the Yeek Mindslayer level 39
33rd Haze 124th year of Ascendancy at 21:27 see stats
By Gizmo the Yeek Mindslayer level 50
19th Dusk 126th year of Ascendancy at 16:11 see stats
By Gizmo the Yeek Mindslayer level 36
25th Pyre 124th year of Ascendancy at 20:28 see stats
By Gizmo the Yeek Mindslayer level 46
54th Pyre 126th year of Ascendancy at 00:50 see stats
By Gizmo the Yeek Mindslayer level 28
46th Pyre 123rd year of Ascendancy at 14:40 see stats
By Gizmo the Yeek Mindslayer level 50
39th Dusk 126th year of Ascendancy at 11:03 see stats
By Gizmo the Yeek Mindslayer level 19
7th Allure 123rd year of Ascendancy at 20:54 see stats
By Gizmo the Yeek Mindslayer level 25
80th Regrowth 123rd year of Ascendancy at 12:24 see stats
By Gizmo the Yeek Mindslayer level 27
33rd Pyre 123rd year of Ascendancy at 08:53 see stats
By Gizmo the Yeek Mindslayer level 45
41st Pyre 126th year of Ascendancy at 22:58 see stats
By Gizmo the Yeek Mindslayer level 47
55th Pyre 126th year of Ascendancy at 09:04 see stats
By Gizmo the Yeek Mindslayer level 29
4th Dusk 123rd year of Ascendancy at 08:38 see stats
By Gizmo the Yeek Mindslayer level 50
35th Dusk 126th year of Ascendancy at 15:56 see stats
By Gizmo the Yeek Mindslayer level 46
54th Pyre 126th year of Ascendancy at 09:00 see stats
By Gizmo the Yeek Mindslayer level 10
1st Summertide 122nd year of Ascendancy at 11:04 see stats
By Gizmo the Yeek Mindslayer level 20
13rd Regrowth 123rd year of Ascendancy at 06:52 see stats
By Gizmo the Yeek Mindslayer level 30
18th Dusk 123rd year of Ascendancy at 20:57 see stats
By Gizmo the Yeek Mindslayer level 40
33rd Haze 124th year of Ascendancy at 21:27 see stats
By Gizmo the Yeek Mindslayer level 50
4th Flare 126th year of Ascendancy at 06:50 see stats
By Gizmo the Yeek Mindslayer level 50
11st Haze 126th year of Ascendancy at 05:53 see stats
By Gizmo the Yeek Mindslayer level 50
37th Dusk 126th year of Ascendancy at 12:33 see stats
By Gizmo the Yeek Mindslayer level 49
72nd Pyre 126th year of Ascendancy at 21:40 see stats
By Gizmo the Yeek Mindslayer level 28
33rd Pyre 123rd year of Ascendancy at 11:12 see stats
By Gizmo the Yeek Mindslayer level 50
11st Haze 126th year of Ascendancy at 06:07 see stats
By Gizmo the Yeek Mindslayer level 27
5th Pyre 123rd year of Ascendancy at 07:18 see stats
By Gizmo the Yeek Mindslayer level 17
43rd Dusk 122nd year of Ascendancy at 19:14 see stats
By Gizmo the Yeek Mindslayer level 40
34th Haze 124th year of Ascendancy at 04:29 see stats
By Gizmo the Yeek Mindslayer level 29
4th Dusk 123rd year of Ascendancy at 09:12 see stats
By Gizmo the Yeek Mindslayer level 6
6th Mirth 122nd year of Ascendancy at 17:24 see stats
By Gizmo the Yeek Mindslayer level 14
6th Flare 122nd year of Ascendancy at 12:34 see stats
By Gizmo the Yeek Mindslayer level 29
4th Dusk 123rd year of Ascendancy at 09:12 see stats
By Gizmo the Yeek Mindslayer level 46
41st Pyre 126th year of Ascendancy at 23:00 see stats
By Gizmo the Yeek Mindslayer level 24
76th Regrowth 123rd year of Ascendancy at 08:09 see stats
By Gizmo the Yeek Mindslayer level 40
72nd Haze 124th year of Ascendancy at 14:37 see stats
By Gizmo the Yeek Mindslayer level 18
71st Dusk 122nd year of Ascendancy at 06:17 see stats
By Gizmo the Yeek Mindslayer level 50
77th Dusk 126th year of Ascendancy at 11:17 see stats
By Gizmo the Yeek Mindslayer level 29
4th Dusk 123rd year of Ascendancy at 22:12 see stats
By Gizmo the Yeek Mindslayer level 18
67th Dusk 122nd year of Ascendancy at 21:47 see stats
By Gizmo the Yeek Mindslayer level 34
31st Dusk 123rd year of Ascendancy at 00:21 see stats
Log
Today is the 25th Haze of the 126th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:21.
There is an exit to the worldmap here (press '' or right click to use).
There is a Last Hope (Town) here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.