/// Classes ///
These replace all the original classes.
Assassin Tags: Dual Wielder, Ranged, Firearms, Backstabber
A contract killer who can pinpoint the weakness of their target.
44 (+4 per level)
30 (+7 per level)
- Dual Wielding damage penalty reduced to 25% (normally 40%)
Assassination: Powerful attacks* add a charge to your weapon, up to 4.
- Gain +4% Physical Damage and +2 Crit per charge.
- Back attacks spend charges to deal 5, 15, 25, 50% (based on charges) extra damage.
Fleshbore: Ranged attacks and back attacks have a 1% chance (+1% per level) to cause bleeding.
- You deal 20% extra damage to bleeding enemies.
*High damage rolls such as criticals.
Berserker Tags: Tank, Strength User
A prideful warrior of the Red Hills. Berserkers are fueled by rage and prefer to keep their bodies unencumbered by armor.
80 (+5 per level)
20 (+5 per level)
- Can't wear any Body Armor or Pants.
- Can't wear Heavy Armor.
Berserker Frenzy: Gain Frenzy with each attack. At maximum Frenzy, gain a large Health Regen and Action Speed bonus.
- You lose 5% Frenzy per second if you don't attack anything for 8 seconds.
- Every 25% Frenzy grants you:
- Protection +1 (+1 per level).
- Strength +1 (+1 per 4 levels).
Red Hills Rage: For every 5 combined points in Strength and Vitality you gain:
- +2% Action Speed.
- +5% Resistance to injuries.
- +10 Health.
Champion Tags: Healer, Jack of all Trades
A monk who has trained in the path of light to achieve perfect balance.
70 (+1 per level)
60 (+1 per level)
- Starts with every stat at 9 and gain +1 to all stats per level.
- Your damage dealt and received is reduced by 10%.
Healing Aura: Damaging enemies charge a buff for you and an ally to your side.
- 1% Health and Energy recovered per second.
- Duration is 12 seconds (+3 seconds per 4 levels).
- Deal the killing blow for a bonus charge.
Transcendence: You spend Focus when out of Energy.
- The amount of Focus you have is equal to your Energy.
- Loses 20% Damage and 100% Action Speed when using Focus.
- Regain Focus with Healing Aura, eating food or resting.
Corsair Tags: Firearms, Melee
A sailor of the Serpent Sea, a master duelist and firearms specialist.
70 (+7 per level)
30 (+4 per level)
- You plunder items from enemies and when digging treasure.
Pistolero: You can wield two pistols, or a pistol with a melee weapon. You attack with both in quick succession.
- Your Action Speed becomes 40% slower (+1.5 per level).
- Gain +5 Evasion when holding a firearm.
Dirty Fighting: When using a melee attack, you have a 2% chance (+1% per level) of performing a secondary action with +20 Accuracy:
- Haymaker: Has a chance to stun. Needs a free hand.
- Pistol-whip: Does melee damage with your firearm.
- Headbutt: May cause head injury.
- Boot Knife: Pierces 5 armor.
- Chance is doubled when fighting a single foe.
Druid Tags: Poison, Caster, Jack of all Trades
The caretaker of the most ancient forests unknown to man.
50 (+5 per level)
50 (+6 per level)
Converts 20% of your physical damage to Poison.
Nature Attunement: Weapons and armor made of wood, bone and leather grant you greater effects.
- Weapons: +10% Action Speed (+1% per level).
- Armor: +3% Energy and Health Regen (+0.5% per level).
- (Basically excludes heavy armor and items made of metal)
Herbologist: You can attach a herb to your Gloves, Bracers and Necklace, gaining its effects.
- Blooddrop: +2 Strength. Gain health by dealing poison damage.
- Etherweed: +2 Willpower. Gain energy by dealing poison damage.
- Mudwort: +2 Vitality. +15% Melee damage to poisoned foes. +20% Poison Resistance.
- Falconskyre: +2 Dexterity. +8% Chance to poison.
- Blackmoss: Gain +10% Poison damage. Conversion rate +10%.
- Crystal Flower: Converts all spells to poison. Gain +4% Poison damage.
Elementalist Tags: Caster, Elemental
Sage of the elements who can control Fire, Ice and Thunder.
35 (+5 per level)
60 (+9 per level)
Converts 20% of your resistances to elemental damage.
Spell Echo: Spells you cast have a 2% chance (+1% per level) to echo, being cast a second time at half the power.
- Gain an extra 1% chance for every 50 points of Health and Energy.
- All spells cost 10% extra energy.
Trine Imperium: Casting a spell of one element boosts others by 25% while weakening itself by 5% for 9 seconds.
- You regain 5% Max Energy (+1% per 10 Willpower) when using an element that is empowered.
Hunter Tags: DPS, Specialist, Willpower User
A member of the hunting tribes of the Xaae Jungle.
35 (+5 per level)
40 (+9 per level)
Heal 5% Health and Energy when attacking animals and insects.
Wisdom of the Tribe: Your attacks and spells are empowered by your Willpower (with diminishing returns).
- Dual Wielding is affected by your Ranged Multiplier.
Thrill of the Hunt: Stack a temporary buff after hitting an enemy (6 seconds duration).
- Critical Chance and Willpower +1 per stack.
- Stacks go away every 3 seconds after initial buff duration.
- Duration +1 second per level.
Spell Thief Tags: Neutral Caster, Invisibility, Dex User
A rogue-ish spell-caster specialist in covert attacks.
50 (+4 per level)
60 (+4 per level)
Once per day you may cast Invisibility for free. Gain more casts every 3 levels.
Energy Regeneration Rate -99%.
Shadow Magicks: Neutral spells cost 33% less energy.
- Evasion, Accuracy and Critical Chance +2 (+1 per level).
- Neutral spells gain 1% damage per Dexterity (+10% per 7 points).
Night Stalker: Gains a buff while invisible and for a few seconds after.
- Doubles all the bonuses from Shadow Magicks.
- Duration is 6 seconds (+4 per 3 levels).
Tinkerer Tags: Fire, Shock, Tinkering, Firearms, Melee
A technician capable of weaving magic into their tools through use of thaumaturgy.
70 (+5 per level)
40 (+5 per level)
- Apply random extra bonus effects when you upgrade an item.
Craftsman Expertise: Your spell multipliers affect weapons' special attacks and spell charges.
- Fire: Raises build up speed
- Cold: Reduces cooldown
- Shock: Raises accuracy
- Physical: Chance to recharge weapon
Elemental Surge: Fire, Cold and Shock damage is increased based on the respective resistances.
- Converts 50% of your Firearm damage to Fire.
- Converts 50% of your Ranged damage to Cold.
- Converts 50% of your Melee damage to Shock.
/// Races ///
Human
As a human you belong to the most populous sentient race in the known world. You are very adaptable and can excel in all professions.
Minotaur
As a minotaur you are bulky, simple and quick to anger. Your incredible stubbornness is tolerated by others only because of your incredible prowess in combat.
Lizardman
As a lizardman you are a social outcast and are mistrusted by other races because of your capricious and deceitful nature. What you lack in social skills you greatly make up for in stealth and dexterity.
Insectoid
As an insectoid, your thoughts are completely alien to other races. Your knowledge of the arcane is unrivaled. Insectoids come in many shapes and sizes but most often their bodies are covered with a thick shell.
Ratling
As a ratling you may seem weak and disease ridden on the surface, but you are actually one of the most adaptable and hardy creatures in the world. You are a hoarder by nature and greatly enjoy fiddling with mechanical contraptions.
/// Racial Traits ///
There are no general traits at character creation, instead, you choose 1 trait based on your race.
Lore MasterHuman
Carrying Spell Scrolls give you bonuses. For every 3 scrolls you gain a new additional effect:
- (3) +1 Willpower.
- (6) +10% Experience gain.
- (9) +10% Energy recovery from all sources (+1% per extra scroll).
- (12) +2 Willpower.
- (15) +5% Chance to freeze, burn or poison with spells and attacks (+1% per extra scroll).
- (18) +3 Willpower.
The human race has far surpassed any other in chronicling the world, both the natural and mystical. The knowledges of yore push you forward.
Average JoeHuman
Equipment that increases one stat will be divided into another stat, plus a bonus 10%.
- Strength <-> Dexterity.
- Vitality <-> Willpower.
- Health <-> Energy.
- Evasion <-> Protection.
- Resistance <-> Damage Multiplier.
As a human you may not be the strongest or smartest, but your ability to adapt and overcome hardships is unrivalled.
Drown Your SorrowsHuman
When you activate this skill, you drink from a small flask, kept hidden under your vest.
- Gain +5 Protection, +50% Action Speed and recover all wounds over a period of 15 seconds.
- Reduces Experience Gain by 15% for 1 day.
'Some say alcohol is a problem. Not to get technical, but according to chemistry, alcohol is a solution!' - Pundt Leighly
CarnivorousMinotaur
Increases chances of finding meat when defeating beasts.
- Gain extra Health Regeneration equal to your Vitality.
- Gain a point in Strength or Vitality randomly when you eat meat.
- You can't eat non-meat foods, like bread, bugs or even fish.
'You thought minotaurs were big? Wait till you see one a diet of pure protein!' - Thrad Ovvhrs
BrutalizerMinotaur
All melee attacks deal an extra 1% damage per Strength point but you also take 0.5% more damage per point.
Every 2 levels you gain +1 to Strength.
Some warrior tribes will condition their young fighters to turn their pain into strength. The process is rigorous beyond reason and many don't survive it.
Ancestral ChargeMinotaur
You can summon a warrior spirit to charge and stun an enemy. This is a neutral type, ultimate tier spell.
- Costs 25 Energy to use and has a range of 6 tiles.
- Base damage equal double your level plus your attack power.
- Hitting an enemy boosts your Heavy Armor and Block skills' base bonuses and perks by 50% for 20 seconds.
Some minotaurs have surprising connection to the spiritual world and can summon spirits of war and conquest.
Lizard BloodLizardman
A Lizardfolk's blood can easily adapt for the hottest days or coldest nights.
Resist All +10%, plus:
- During the day, gain +15% Fire Resist.
- During the night, gain +15% Cold Resist.
For any resistance that reaches 100:
- Gain +30% to that element multiplier.
- Gain +2 to all stats.
A Lizardfolk's blood can easily adapt for the hottest days or coldest nights, even after it leaves the body.
Wide VisionLizardman
Thanks to your hunter instincts, you can see attacks coming from all directions, warning you and your companions of danger.
For each monster next* to you:
- You gain +10 Evasion, +5 Accuracy and +3% Critical Chance.
- Your party gain +2 Evasion and +2 Accuracy and +1% Critical Chance.
*In the 3x3 area around your party.
'To catch a lizard by surprise is like lockpicking a mimic chest - but the mimic is likely to be more mercyful.' - Cane Fundy
BiteLizardman
When attacking with a melee weapon, you perform a bite attack. This action has a 30 second cooldown, which goes down by 5 seconds every 5 levels.
- Damage is the average of your Strength and Dexterity.
- Pierces 5 armor.
Lizardfolk aren't above using their teeth during a fight. Just be thankful you're not their meal.
Body and MindInsectoid
Harsh training and meditation have expanded your mind and increased your endurance.
Increases all damage dealt by 4% for each point in Vitality (has diminishing returns)
- Gain +1 Vitality per 50 Energy.
- Starts with -10 Health and -10 Energy.
Your intelect and regeneration power is the highest of any race. As such, Insectoids can train their minds and bodies to work as one.
Chemical ProcessingInsectoid
You are up to 15% faster when well-fed (above 50% of hunger bar filled), but you get hungry 25% faster if your health is below half.
As an Insectoid, you can extract more energy from food and direct it to the muscles that need it the most.
Intensify SpellInsectoid
After casting a spell, you can choose to empower the next cast of it, increasing power at the cost of energy and health.
- Damage +50%, Energy cost +20%.
- Spend Health equal to half of the total Energy cost.
Thanks to the structure of your eyes, you are the race most perceptible to the magical leylines. You can connect your vital energy to them to benefit your spell casting.
RodentRatling
You can chew herbs (but not Crystal Flowers and Blackmoss), reducing spell costs and cooldowns by 10% for 3 minutes.
When you are done chewing, you produce a Fermented Fiber Ball
- The Fiber Ball increases herb multiplication rate and can be used to heal diseases and poisoning. It dries out and loses its properties after a certain number of steps, based on level.
- Herb multiplication bonus is 5%, up to 15% with 10 balls.
You are part of a breed of rodents that possess a special digestive enzime, capable of processing herbs in a different way.
Sneak AttackRatling
Activate your class ability to blend into the shadows and prepare a deadly attack.
- Costs 15 Energy to use.
- Gain 100 Evasion and 15% Critical Chance.
- Your first physical attack has a 50% chance to poison the target.
You spent your life living among predators. As such, you were able to adapt to your environment and evade danger like no other.
Built ResistanceRatling
Poison Resist +50%, other resistances -15%.
For each extra point of poison resistance past 50% you gain:
- +1 Maximum Health.
- +1% Disease Resist.
- +0.15 Max Carry Load.
Over millenia, ratfolk have lived in the worst of conditions. Over time they evolved to resist most poisons, while scavenging for survival.
/// Skills ///
Block
Protection and Block Chance +2 per point.
Level 2Block
8% chance to block* an attack.
Silver TierPower Bash
When blocking, you bash your attacker, doing damage based on your Protection.
Gold TierShield Bearer
After a block, gain +15% Action Speed and 50% Faster Buildup Time for special attacks for 20 seconds.
Perks take effect when holding a shield
*Blocking negates 50% of melee damage.
Light Armor
Each point reduces the Evasion penalties from wearing Light Armor by 20%.
Level 2Light Wear
+5 Evasion and +2 Dexterity.
Doubled when this skill is maxed.
Silver TierReflective
The first attack from an enemy is absorbed as Health and Energy over 5 seconds.
Gold TierRush
Gain +12% Action Speed and -24% Special Attack Cost.
Perks take effect when wearing Light Armor in all 5 slots
Heavy Armor
Each point reduces the Evasion penalties from wearing Heavy Armor by 20% and Weight by 10%.
Level 2Armored Up
+5 Protection and +2 Strength.
Doubled when this skill is maxed.
Silver TierConditioning
Raises Strength, Protection and Health Regeneration when you take damage.
Every 5 Vitality equals 0.5 Strength, 1 Protection and 5% HP Regen.
Gold TierArmor Training
Sets and Heavy Armor perks work even without Helmet and Gloves. Other armor types in those slots gain an extra 20% protection.
Perks take effect when wearing Heavy Armor in all 5 slots
Accuracy
Increases Accuracy by 10 per point.
Level 1Reach
You can perform melee attacks from the back row.
Silver TierClutch
Gain up to +10 Dexterity and +50 Accuracy based on how much health the party is missing.
Gold TierDeadly Aim
Converts 10% of your accuracy into Critical and Physical Damage.
Critical
Increases Critical Chance with physical attacks by 3% and with spells by 1% per point.
Level 2Backstab
You can backstab an enemy with a dagger and deal triple damage.
Silver TierSlayer
Critical chance bonuses from items is doubled.
Gold TierAssassin
You can backstab with any Light Weapon.
Gain 20% chance to cause an enemy to bleed* with melee attacks after a backstab. Lose this bleed chance after applying it.
*Bleeding does damage over time and extra when the target moves, based on max health. The duration is random.
Firearms
Each point increases range by 1 and reduces the chance of grazing a shot* by 5%.
Level 2Metal Slug
You may find pellets as you walk around and you can use pellets from your inventory.Gain 10% Action Speed when using pellets in hand.
Silver TierSilver Bullet
Every 6th shot does double damage, with the next doing triple.
Gold TierFast Fingers
+15% Action Speed.
Silver Bullet triggers one shot sooner for every 20 Dexterity.
*Grazed Shots deal 80% less damage, with a base chance of 25%.
Seafaring
Each point increases evasion by 3 when fighting multiple* foes.
Level 2Sea Dog
Backline: +25% Melee damage
Frontline: +25% Ranged and Firearm damage.
Level 3Freebooter
Ammo in your inventory weights 60% less.
Silver TierBroadside
Shots have a 40% chance to create shrapnel on impact, doing half damage to a 3-tile area behind the target.
Gold TierLucky Blow
Every 3rd attack gains +50% Crit and attack power equal to 1/5 of your Dexterity.
*Having more than one foe adjacent to you.
Alchemy
A higher skill level in Alchemy allows you to brew a wider range of potions. To craft potions you also need herbs and a Mortar and Pestle.
Level 1Green Thumb
Herbs multiply while in your inventory*.
Level 3Perfect Mix
Potions you mix last 25% longer.
Healing and Energy potions give +20 Protection for their duration.
Silver TierBomb Cloning
You may alchemically clone a bomb you throw and it only explodes on contact with enemies.
Chance is 10% plus 6% per 10 Willpower.
Gold TierBomb Expert
When you craft bombs you get three bombs instead of one.
*Rate is fixed and can't be increased by any means.
Missile Weapons
Increases damage of Missile Weapons by 20% for each skill point.
Level 1Bullseye
+15 Accuracy and +3% Critical Chance.
Silver TierMagic Missile
You launch a magical projectile with your attacks.
Does 3% the damage of your weapon per point of Willpower.
Gold TierDouble Shot
You attack twice when using Missile Weapons.
Perks take effect when attacking with Missile Weapons.
Throwing Weapons
Increases damage of Throwing Weapons by 20% for each skill point.
Level 2Twist & Turn
Your attacks have a 3% chance of doing double damage or causing bleeding.
Chance +1% per point in Willpower.
Silver TierTelekinesis
Your thrown weapons are homing.
Homing range is 1 tile.
Gold TierGhost Weapon
Strike a nearby target with a ghostly projectile.
Does damage based on a random weapon in your inventory. Chance is 10% for each weapon.
Perks take effect when attacking with Throwing Weapons.
Light Weapons
Increases damage of Light Weapons by 20% for each skill point.
Level 3Dual Wield
You can dual wield* Light Weapons as long one of them is a dagger.
Silver TierDouble Attack
You gain 20% chance to attack twice.
You can dual wield any Light Weapons.
Gold TierThunder Fury
Gain a chance equal to your critical to deal bonus Shock damage.
50% of your weapon damage.
Perks take effect when attacking with Light Weapons.
*When dual wielding you suffer a 40% penalty to weapon damage.
Heavy Weapons
Increases damage of Heavy Weapons by 20% for each skill point.
Level 3Rend
Special Attacks have a 30% chance to cause enemies to bleed*.
Silver TierPower Grip
Gain 1% Melee Multiplier per 5 Health.
You can wield two-handed weapons in one hand.
Gold TierHeavy Hander
Special Attacks create a shockwave, hitting 2 tiles behind the target.
Each tile does 33% less damage than the previous.
Perks take effect when attacking with Heavy Weapons.
*Bleeding does damage over time and extra when the target moves, based on max health. The duration is random.
Spellblade
Increase Protection and Accuracy by 3 for each skill point when holding a staff.
Level 1Staff Fighter
You can wield a staff in one hand.
Level 2Spell Slinger
Cast a basic spell to memorize it. Melee attacks have a 10% chance to cast it again.
Silver TierArcane Warrior
Non-ultimate level spells gain power based on your attack and accuracy.
Converts 20% of Attack and 10% of Accuracy.
Gold TierMage Strike
Your spells gain double the bonuses* from the Critical skill plus 1% Critical per 10 points in Willpower.
*Only includes the base bonuses, not perks.
Elemental Magic
Increases all elemental damage by 20% for each skill point.
Level 2Aggregate
The first element you use after resting is empowered by 20%.
Resets after one day.
Silver TierElemental Armor
+25% Resist Fire, Shock and Cold.
You regain 15% of you maximum energy when hit by one of those elements.
Gold TierExploitation
Your elemental attacks and spells create an arcane storm on impact.
Power and duration is based on spell tier.
Poison Mastery
Increases all Poison damage by 20% per point.
Level 2Venomancer
10% chance to poison enemies with attacks and spells.
Silver TierPlague
Poison spreads between enemies.
Poisons adjecent monsters at 30% chance per second.
Gold TierBane
Enemies take increased damage from the poison status, an effect which also heals you.
+5% Chance to poison.
Magic Training
Increases your Energy by 20 and Energy Regeneration while resting by 5% for each skill point.
Level 2Meditation
+5 Protection. You regain 1% to 5% of you energy when taking damage.
Silver TierImperium Arcana
Increases Neutral and Physical damage by 35% per 100 points of energy.
Gold TierExtraction
Energy potions recover 25% more, while also regenerating 25 Health. Healing potions also recover 25 Energy.
Allies benefit from this at 1/3 the power.
Witchcraft
Reduces negative effects of items by 20% for each skill point.
Level 2Ritual
Heals the party for 5% of the damage done with spells. You heal for twice as much.
Silver TierMoon Rites
During the night, your Energy regeneration rate is increased by 50% and your spell damage by 10%.
Gold TierVoodoo
Hitting one enemy with a spell also damages and bleeds* a random nearby enemy in a range of 2 tiles.
*Bleeding does damage over time and extra when the target moves, based on max health. The duration is random.
Tinkering
Allows you to upgrade equipments*, increasing their stats. Requires a Tinkerer's Toolbox and crafting materials.
Level 3Pyrotechnician
+5 Fire and Shock resistance per upgraded item you have equipped.
Silver TierMultipurpose
Unlock chests without a lockpick, at the cost of Energy. You gain +1 to a random stat when you do it.
Gold TierMastersmith
You can upgrade Epic items.
*Items can be upgraded 3 times.
*Each skill point increases the stats by an additional 5%.
*Upgraded items weight around 30% more, reduced by the skill level.
/// Spells ///
Mage Spark Neutral
The most basic of offensive spells. Conjures a random elemental burst of energy in front of you.
Requirements: None
Cost:20 energy
Power:18
- A magic gem can be used to set the element.
Fireburst Fire
Conjures a blast of fire that deals fire damage to all foes directly in front of you.
Requirements: Elemental Magic 1, Magic Training 1
Cost:25 energy
Power:22
Burn Chance:50% with 3 points or more in Elemental Magic. This chance is multiplied by double your Fire resistance.
Burn Duration:3 seconds per point in Elemental Magic.
Fireball Fire
A flaming ball of fire shoots from your fingertips causing devastating damage to your foes.
Requirements: Elemental Magic 3, Magic Training 1
Cost:43 energy
Power:30
Burn Chance:30%. This chance is multiplied by double your Fire resistance.
Burn Duration:3 seconds per point in Elemental Magic.
Meteor Storm Fire
Unleashes a devastating storm of meteors on your foes.
Requirements: Elemental Magic 5, Magic Training 3
Cost:80 energy
Power:30 per meteor
Burn Chance:15%. This chance is multiplied by double your Fire resistance.
Burn Duration:3 seconds per point in Elemental Magic.
Fire Shield Fire
Creates a magical shield reducing fire damage against the party.
Requirements: Elemental Magic 3, Magic Training 3
Cost:50 energy
Duration:50 seconds
Shock Rift Shock
Conjures a blast of electricity that deals shock damage to all foes directly in front of you.
Requirements: Elemental Magic 1, Magic Training 1
Cost:25 energy
Power:23
Arc Chance:It has a 10% chance to also strike a nearby enemy. This chance is multiplied by double your Shock resistance.
Lightning Bolt Shock
You channel the power of storms through your hands.
Requirements: Elemental Magic 3, Magic Training 1
Cost:35 energy
Power:27
Arc Chance:It has a 10% chance to also strike a nearby enemy. This chance is multiplied by double your Shock resistance.
Invisibility Shock
Turns yourself and your friends invisible.
Requirements: Magic Training 3
Cost:45 energy
Duration:20 seconds + 2 per character level
Shock Shield Shock
Creates a magical shield reducing shock damage against the party.
Requirements: Elemental Magic 3, Magic Training 3
Cost:50 energy
Duration:50 seconds
Frost Gust Cold
Conjures ice that deals damage to all foes directly in front of you.
Requirements: Elemental Magic 1, Magic Training 1
Cost:25 energy
Power:15
Freeze Chance:20%, multiplied by double your Cold resistance.
Freeze Duration:Random between 2 seconds and 1 second per point in Elemental Magic and Witchcraft.
Conjure Ice Sword Cold
Conjures a magical Ice Fang with attack power, cooldown and duration based on your Cold Damage multiplier.
Requirements: Elemental Magic 2, Light Weapons 1
Cost:55 energy
Power:17
Only one Ice Fang may exist at a time.
To wield the Ice Fang, one must have a high Cold Resistance.
/// Armor Sets ///
Plate Set
Vitality +10
Special Attacks cost 40% less
Enables use of the Conditioning perk. If you already know it, its duration is doubled.
Base Set Stats:
Protection:52
Rogue Set
Back Attacks gain 25% Critical Chance.
Speed Potions last twice as long and their duration is extended when an enemy dies.
Base Set Stats:
Protection:20
Dexterity:5
Embalmer Set
Poison Resist +20
Disease and Poisoned Resist +50
Undead near you don't resist Poison damage.
Base Set Stats:
Protection:11
Vitality:5
Lurker Set
Invisibility effect and cost is halved.
Poison Bombs create a smoke cloud instead of poisoning. You gain Invisibility when you walk into the smoke.
Base Set Stats:
Evasion:20
Archmage Set
Monsters below 14% health (Max 777 hp) are instantly killed by your spells.
Base Set Stats:
Protection:13
Resist All:25
Willpower:4
Makeshift Set
Auto casts the last protection spell used by your party when entering combat*.
Gain +5 to all stats while no protection spell is in effect.
Base Set Stats:
Protection:9
Evasion:2
Energy:20
You're in combat if any monster is in active pursuit
Chitin Set
+4% Block Chance.
Bonuses and Perks from the Block skill work without you holding a shield.
Base Set Stats:
Protection:29
Fire Resist: 14
Cold Resist: 14
Bear Set
While in bear form you gain +10 Strength.
Extends bear form duration.
- Bear Skull Helm, Bearclaw Gauntlets, Bear Pelt.
Base Set Stats:
Protection:5
Cold Resist: 20
Strength: 6
Vitality: 2
Crystal Set
+50 Health.
Once after using a Healing Crystal, if you fall under 50 health you quickly heal back to full.
Base Set Stats:
Protection:65
Health: 30
Meteor Set
+50 Fire Resist.
+50% Health Regeneration while in combat with fire enemies.
Fire Spells cost 30% less.
Base Set Stats:
Protection:90
Valor Set
+20% Block Chance
Blocking reduces damage by 25% instead of 50%.
Gives 10% of your Protection to the party when you block. Lasts 6 seconds.
Base Set Stats:
Protection:65
Evasion: 20
Strength: 2
Mirror Set
Converts Fire spells to Cold and Cold spells to Fire.
Converts Shock spells to Neutral and Neutral spells to Shock.
Base Set Stats:
Protection:36
Resist All: 25
Reed Set
+20% Special Attack Damage
+30% Faster Buildup Time for special attacks
Reduces cost of Special Attacks by 5% per Light Armor Skill level.
Base Set Stats:
Protection:20
Evasion:10
/// Other Info///
- Effects that use "per level" start counting past level 1.
- Effects that scale off stats ignore the first 10 points in it.
- "Lore Master" Willpower bonus adds up to a total of +6.
- "Green Thumb"'s herb multiplication can't be cheated, don't even try.
- Bombs are affected by elemental and throwing multipliers and by level.
- Ranged attacks can be detected as "back attacks", but they are not "backstabs".
- Hunter's "Wisdom of the Tribe" applies to 20 out of 37 enemmy types.
- There are no weapons that require level 5 in a skill.