

















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | S&M Training 1.0.0Allows training of Staff Combat from the staff carver in Elvala, and Mindstar Mastery at Night's Star in Shatur. 50 gold buys the tree locked at 1.0, 750 gets it unlocked. Classes who start with the tree locked can pay 750 to unlock it at their mastery level (this may change depending on feedback.) Additionally, the Potion of Martial Prowess in the Infinite Dungeon grants both Staff Combat and Mindstar Mastery as locked trees at 1.0 mastery. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Encumbrance Bypass 1.3.1Gives you a maximum Encumbrance value of 50000. Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Proper Possession 1.5.0
Frequently Asked Questions: Ashes of Urh'Rok 1.5.0Official 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Embers of Rage 1.5.0Official 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:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Items Vault 1.5.0Donators/Buyers bonus! Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Eternal Darkness 1.5.0Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Turn Separators v2 1.5.10Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Arcane Combat Mod Merge 1.5.5Combines multiple good mods that enhance various aspects of Arcane Combat, with some edits to resolve compatibility issues:
More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Monsters tiles set 1.5.10Description Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Этот аддон позволит вам играть за Существо. Добавляет дополнительный сет тайлов, состоящий из слизней, шмелей, варгов, кошачьих и призраков в меню 'Custom tiles' Не меняет ветки скиллов или характеристики! Установка: Удаление: или в игре: Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Male |
Race | Lich |
Class | Adventurer |
Level / Exp | 50 / 65% |
Size | medium |
Lifes / Deaths | Killed by Loki "The Trickster God" at level 28 on the 8th Allure 123rd year of Ascendancy at 21:17 7 / 1 |
Primary Stats
Strength | 170.7936 (base 35) |
Dexterity | 86.0144 (base 12) |
Constitution | 28 (base 12) |
Magic | 133.1616 (base 60) |
Willpower | 98 (base 60) |
Cunning | 86.7584 (base 60) |
Resources
Steam | 100/100 |
Mana | 819/819 |
Equilibrium | 20 |
Vim | 258/258 |
Life | 3578/3578 |
Psi | 188/188 |
Stamina | 451/451 |
Negative | 197/197 |
Healing Factor | 1.6463636363636 |
Regeneration | 12.923954545454 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 10 |
See Stealth | 76.300868514541 |
See Invisible | 86.300868514541 |
ESP Range | 10 |
ESP Kinds | demon/major, animal/canine, demon/minor |
Offense: Mainhand
Damage | 219 |
Accuracy | 90 |
Crit Chance | 56% |
APR | 39 |
Speed | 1.00 |
Offense: Offhand
Damage | 113 |
Accuracy | 90 |
Crit Chance | 56% |
APR | 39 |
Speed | 1.00 |
Offense: Spell
Spellpower | 79 |
Crit Chance | 38% |
Speed | 1 |
Offense: Mind
Mindpower | 56 |
Crit Chance | 46% |
Speed | 1 |
Offense: Damage Bonus
Acid | +37% |
Nature | +34% |
Darkness | +31% |
Blight | +25% |
Mind | +21% |
Fire | +25% |
All | 0% |
Offense: Damage Penetration
Physical | +69% |
Darkness | +10% |
Mind | +25% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 209.83872 (87.462686567164%) |
Defense | 57 |
Ranged Defense | 60 |
Fatigue | 50 |
Physical Save | 72 |
Spell Save | 79 |
Mental Save | 80 |
Defense: Resistances
Acid | + 68%( 85%) |
Blight | + 66%( 85%) |
Arcane | + 73%( 85%) |
Cold | + 83%( 85%) |
All | + 56%( 85%) |
Lightning | + 69%( 85%) |
Light | + 63%( 85%) |
Mind | + 64%( 85%) |
Physical | + 85%( 85%) |
Darkness | + 75%( 85%) |
Fire | + 79%( 85%) |
Nature | + 64%( 85%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 60% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 92% |
Disarm Resistance | 100% |
Bleed Resistance | 100% |
Teleport Resistance | 0% |
Pinning Resistance | 37% |
Instadeath Resistance | 100% |
Knockback Resistance | 48% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 716 damage for 6 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 136 with a minimum range of 15. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.7 steam per turn. Can be activated for an instant burst of 28 steam. Its effects scale with your Constitution stat. |
Class Talents
Corruption / Demonic pact | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Psionic / Possession | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Butchery | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Magical combat | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Star fury | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Doom shield | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Body snatcher | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Necrosis | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 9/5 |
| 5/5 |
| 0/5 |
| 12/5 |
| 7/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Corruption / Hexes | 1.00 |
| 7/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 3/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Blurred Mortality |
talent | Arcane Combat |
talent | Dark Ritual |
talent | Overheat Saws |
talent | Arcane Feed |
talent | Arcane Power |
talent | Elemental Harmony |
talent | Hardened Core |
talent | Tempest of Metal |
talent | Beyond the Flesh |
beneficial effect | You use the body of one of your fallen victims. Assume Form |
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 failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | 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 |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You failed to protect the injured seer from death by Eilinethra the minotaur. Escort: injured seer (level 1 of Daikara) | failed |
You failed to protect the lone alchemist from death by Ce'Nunn the poison ivy. Escort: lone alchemist (level 1 of Old Forest) | failed |
You failed to protect the lone alchemist from death by Islyth the barrow wight. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You failed to protect the lost anorithil from death by Elussra the dredgling. Escort: lost anorithil (level 4 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Loki "The Trickster God". Escort: lost sun paladin (level 8 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You failed to protect the lost warrior from death by Emelarenn the orc master assassin. Escort: lost warrior (level 4 of Old Forest) | failed |
You failed to protect the temporal explorer from death by thief. Escort: temporal explorer (level 1 of Ruins of Kor'Pul) | failed |
You failed to protect the worried loremaster from death by Loki "The Trickster God". Escort: worried loremaster (level 1 of Dreadfell) | failed |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. | 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have 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: 670. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 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 within6 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 T5 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Power 163% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +103 Melee+ +14 acid +12 lightning On Crit: * splashes the target with acid Uses 1.0 Steam While equipped: Stats +5 Dex dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +12% mind Res.pen +12% physical Acc +12 (+2 eff.) Apr +13 On Melee Ret: * 19% chance to daze at end of turn ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +19% lightning Mind.save +6 (+1 eff.) ---------- misc Hate/m.crit +3.00 Talents +5 Flame Bolts +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Quiver | ![]() 3.0 T4 shot ammo [Random Unique] Master Power 181% Range: 1.2x Uses 50% Mag, 120% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +5 Crit +18.5% Capacity 19 Ranged+ +8 fire +17 bleed On Hit.r1 +8 fire On Hit: * 40 arcane resource burn * Slows global speed by 40% On Crit: * wounds the target for 7 turns: 28 bleeding, 79% reduced healing * cripple the target Shots are used with slings to pummel your foes to death. |
On hands | ![]() 1.5 T1 hands armor [Rare] Psionic While equipped: ----- def ----- Armour +1 Resists +3% darkness +30% fire HP.reg +1.20 Disarm- +100% ---------- misc Stam/turn +0.60 Max.stam +12.00 Talents +5 Iron Grip Unarmed combat: Power 127% Range: 1.4x Uses 40% Wil, 50% Mag, 80% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +2.0% Atk.spd 83% On Crit.r2 +8 nature On Hit: 10% Slumber 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | ![]() 1.0 lite [Unique] Arcane While equipped: dps ---------- Dmg.mod +25% darkness ---------- misc Light -2 Infravis +10 See.Invis +10 Fearscape Shift: Level 2.0 Pwr.cost 15 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 192.73 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 192.73 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
On head | ![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +10 Str +10 Wil dps ---------- Crit.mult +10.00% Phys.pwr +12 (+2 eff.) Dmg.mod +9% mind Acc +25 (+5 eff.) Melee Ret 12 mind ----- def ----- Armour +12 Defense +6 (+2 eff.) Fatigue +5% Resists +12% physical +6% darkness +7% all Phys.save +21 (+5 eff.) Mind.save +31 (+6 eff.) ---------- misc Light +8 A cap made of leather. |
On feet | ![]() 2.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Res.pen +15% mind ----- def ----- Armour +3 Fatigue +3% Resists +6% acid +6% light HP.reg +2.60 Heal.mod +21% Confus- +25% Pinning- +10% Stun/Frz- +35% ---------- misc Talents +5 Rocket Boots A pair of boots made of leather. |
Tool | ![]() 3.0 T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +15 Str +9 Wil dps ---------- Phys.crit +13.0% Mind.crit +12% ----- def ----- Armour +10 Defense +7 (+2 eff.) Fatigue -7% Resists +3% blight +8% physical Spell.save +30 (+6 eff.) ---------- misc Max.mana +40.00 Telepathy Demon/Minor Demon/Major While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Dex dps ---------- Melee Ret 8 physical ----- def ----- Resists +2% physical Phys.save +42 (+10 eff.) Die.at -40.00 life HP.reg +2.80 Stun/Frz- +29% ---------- misc Stam/turn +0.60 Vim/ret +1.00 Rings can have magical properties. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +5 Dex dps ---------- Phys.crit +1.0% Crit.mult +3.00% Apr +2 ----- def ----- Armour +6 Phys.save +12 (+3 eff.) Max.HP +34.00 HP.reg +0.40 Disarm- +28% Pinning- +33% Knockbk- +23% ---------- misc Vim/ret +1.00 Max.stam +10.00 Rings can have magical properties. |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +10% darkness On Hit (Melee): * 20 arcane resource burn * 30% chance to inflict 15% damage reduction ----- def ----- Resists +9% fire +18% mind +6% darkness Spell.save +30 (+6 eff.) Confus- +35% Amulets can have magical properties. |
In main hand | ![]() 3.0 T3 steamsaw 1H weapon [Ego+] Psionic/Steamtech Power 138% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +43 On Hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% ---------- misc Talents +5 Flame Bolts +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Around waist | ![]() |
In off hand | ![]() 3.0 T3 steamsaw 1H weapon [Rare] Master/Steamtech Power 142% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +49 Melee+ +16 physical Uses 1.0 Steam While equipped: dps ---------- Phys.pwr +6 (+1 eff.) Res.pen +32% physical Acc +10 (+2 eff.) Apr +7 ----- def ----- Armour +4 Defense +15 (+4 eff.) Rng.Def +9 (+2 eff.) Fatigue +8% HP.reg +0.60 ---------- misc Max.stam +20.00 Talents +5 Flame Bolts +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +2 Str +4 Wil +10 Con dps ---------- Crit.mult +15.00% Phys.pwr +4 (+1 eff.) Res.pen +10% mind +25% physical ----- def ----- Armour +4 Defense +2 (+1 eff.) Mind.save +10 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T5 massive armor [Random Unique] Nature/Psionic While equipped: Stats +4 Str +6 Cun +6 Con dps ---------- Dmg.mod +9% nature +12% acid Res.pen +5% nature Melee Ret 8 acid 40 physical 4 nature On Hit (Melee): * Slows global speed by 15% ----- def ----- Armour +39 Defense +18 (+5 eff.) Fatigue +27% Resists +21% acid +13% physical +14% fire +12% lightning +10% cold Mind.save +18 (+3 eff.) Max.HP +49.00 Disarm- +34% Stun/Frz- +29% Knockbk- +33% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 210% efficiency and cooldown mod of 70%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 166% efficiency and cooldown mod of 97%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 152% efficiency and cooldown mod of 66%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 193% efficiency and cooldown mod of 89%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 200% efficiency and cooldown mod of 93%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 232% efficiency and cooldown mod of 56%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 13.0 steam per turn. Can be activated for an instant burst of 65 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 19.2 steam per turn. Can be activated for an instant burst of 96 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 260 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1545% for 10 turns and instantly restoring 77 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 36%, your defense is increased by 36 and all your resistances by 36%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 20. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 51%, your defense is increased by 51 and all your resistances by 51%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 308 damage for 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 661 damage for 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 567 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 694 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 573 damage for 6 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 231 with a minimum range of 15. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 191 with a minimum range of 15. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 542.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to become invisible (power 17) for 8 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +6 Str +3 Mag +2 Wil +7 Con dps ---------- Dmg.mod +12% arcane ----- def ----- Resists +18% light ---------- misc Light +3 Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T1 amulet jewelry [Normal] Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +6 Dex +6 Mag +2 Wil dps ---------- Dmg.mod +6% darkness ----- def ----- Resists +6% darkness Crit.dmg- 10.00% Teleport- +50% Teleport you randomly (rad 33) Puts all charms on 9 cooldown Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +13% lightning Stun/Frz- +23% Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +17% fire +9% mind +11% cold Heal/summ +40 ---------- misc Equi/ret +0.16 Psi/ret +0.12 Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +3 Con dps ---------- Crit.mult +9.00% Res.pen +15% lightning +15% physical Melee Ret 20 lightning ----- def ----- Armour +4 Fatigue -6% Die.at -80.00 life HP.reg +1.40 Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% darkness ----- def ----- Armour +6 Resists +3% light +15% acid Phys.save +14 (+3 eff.) Spell.save +12 (+3 eff.) Mind.save +13 (+2 eff.) Confus- +10% Pinning- +10% Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +4 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +0.20 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 24 out of 40/40. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 283 (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 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +15% light +9% mind Melee Ret 20 mind On Hit (Melee): * 30% chance to blind ----- def ----- Resists +6% light ---------- misc Light +3 Masteries +0.20 Cunning/Shadow magic +0.20 Wild-gift/Mucus Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil ----- def ----- Resists +10% lightning Stun/Frz- +22% Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Apr +4 ----- def ----- Armour +6 Resists +12% temporal +10% physical Crit.dmg- 10.00% Mind.save +9 (+2 eff.) Confus- +20% Teleport- +15% ---------- misc Stam/turn +1.40 Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+2 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+7 eff.) Confus- -100% Inner Demons: Level 4.0 Pwr.cost 18 out of 30/30. Range 7 Travel.spd instantaneous Is a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 19% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature While equipped: Stats +8 Con dps ---------- Dmg.mod +12% arcane Res.pen +15% temporal On Hit (Melee): * 30% chance to blind ----- def ----- Resists +5% arcane +9% light +26% mind Blind- +34% Confus- +41% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Infravis +9 Sight +2 See.Invis +13 Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +5 Wil dps ---------- Phys.pwr +12 (+2 eff.) Dmg.mod +15% mind ----- def ----- Resists +30% fire +29% cold Die.at -99.00 life HP.reg +0.60 ---------- misc Stam/turn +1.00 Max.psi +30.00 Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +3% mind Res.pen +10% mind Acc +7 (+1 eff.) Apr +8 ----- def ----- Defense +8 (+3 eff.) ---------- misc Max.hate +6.00 Max.psi +20.00 Disengage: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 72% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +6 (+2 eff.) Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Mind.save +6 (+1 eff.) Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +9 Dex +10 Mag +6 Wil ----- def ----- Mind.save +9 (+2 eff.) Confus- +28% ---------- misc Infravis +3 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+2 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.0 Pwr.cost 24 out of 50/50. Range 6 Travel.spd instantaneous Is a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 34 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 T2 ring jewelry [Normal] Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +24% acid +21% blight Res.pen +15% blight On Hit (Melee): * 20% chance to disease * 30% chance to corrode armour by 30% ----- def ----- Resists +8% blight +9% nature +21% acid Poison- +18% Disease- +18% Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +3 Str dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Dmg.mod +16% darkness +21% mind Res.pen +10% physical ----- def ----- Armour +6 Resists +32% darkness Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +1 Dex +1 Con dps ---------- Dmg.mod +15% nature ----- def ----- Armour +14 Resists +30% nature Die.at -80.00 life ---------- misc Stam/turn +0.20 Telepathy All Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +14 (+3 eff.) Mind.pwr +14 (+4 eff.) Dmg.mod +7% all ----- def ----- Armour +4 Resists +15% mind Phys.save +9 (+2 eff.) ---------- misc Equi/ret +0.08 Psi/ret +0.12 Max.psi +20.00 Telepathy Demon/Minor Demon/Major Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Con ----- def ----- Resists +9% mind +15% temporal +5% arcane +9% darkness Phys.save +30 (+7 eff.) Spell.save +15 (+3 eff.) Confus- +10% Stun/Frz- +15% ---------- misc Max.stam +27.00 Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +5 Str dps ---------- Mind.crit +2% Crit.mult +20.00% Res.pen +15% mind On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +10 Resists +9% acid Mind.save +3 (+0 eff.) Heal/summ +40 Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Cun +6 Dex dps ---------- Mov.spd +13% Acc +16 (+3 eff.) On Hit (Melee): * Slows global speed by 15% ----- def ----- Defense +11 (+3 eff.) Resists +3% temporal +3% darkness +14% blight +3% fire +8% nature Poison- +16% Disease- +19% Blinding Speed: Puts all charms on 24 cooldown Level 2.0 Pwr.cost 24 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Dex +3 Wil dps ---------- Mind.crit +6% Mind.pwr +8 (+2 eff.) Dmg.mod +18% fire Res.pen +10% mind Acc +14 (+2 eff.) ----- def ----- Heal/summ +50 Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Str ----- def ----- Armour +6 Mind.save +9 (+2 eff.) Confus- +28% Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: Stats +8 Dex +8 Mag dps ---------- Acc +16 (+3 eff.) Melee Ret 16 darkness ----- def ----- Fatigue -16% Resists +12% darkness +9% fire ---------- misc Infravis +3 See.Invis +15 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Str +8 Dex +2 Wil dps ---------- Dmg.mod +9% lightning +14% fire Res.pen +15% mind Acc +29 (+5 eff.) Apr +17 On Melee Ret: * 37% chance to disease * 44% chance to inflict 15% damage reduction ----- def ----- Defense +14 (+4 eff.) Resists +28% fire Mind.save +20 (+4 eff.) ---------- misc Telepathy Demon/Minor Demon/Major Disengage: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 72% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() 5.0 T1 staff 2H weapon [Unique] Arcane Power 124% Range: 1.2x Uses 160% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +0 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+2 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 4 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 159.90 physical damage to all targets in line, and inflicting bleeding for another 79.95 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 139% Range: 1.2x Uses 200% Mag Dmg Darkness Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +20 (+4 eff.) Dmg.mod +20% acid +20% cold +20% darkness +20% blight ---------- misc Talents +1 Command Staff Masteries +0.10 Spell/Necrotic minions +0.10 Spell/Shades +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Necrosis +0.10 Spell/Advanced necrotic minions It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
![]() 5.0 T4 staff 2H weapon [Random Unique] Arcane Power 146% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +10% Spell.pwr +27 (+6 eff.) Dmg.mod +9% acid +25% temporal +25% light +6% fire +25% physical +25% darkness ----- def ----- Resists +18% acid +3% fire Phys.save +9 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) ---------- misc Max.mana +68.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Random Unique] Arcane/Nature Power 146% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +7 Con dps ---------- Spell.crit +4% Spell.pwr +19 (+4 eff.) Dmg.mod +25% physical ----- def ----- Armour +16 Hardiness +13% Resists +6% darkness +1% physical Crit.dmg- 15.00% Phys.save +12 (+3 eff.) Mind.save +6 (+1 eff.) HP.reg +0.80 Heal.mod +19% Stun/Frz- +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 1H weapon [Random Unique] Nature/Master Power 152% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit: 20% Netherblast 5 On Hit: * Slows global speed by 20% While equipped: Stats +5 Con dps ---------- Phys.crit +9.0% Spell.crit +9% Crit.mult +12.00% Phys.pwr +12 (+2 eff.) Spell.pwr +32 (+7 eff.) Dmg.mod +30% fire Acc +12 (+2 eff.) ----- def ----- Resists +12% blight +6% cold +3% nature HP.reg +2.00 Heal.mod +26% Stun/Frz- +5% ---------- misc Talents +1 Command Staff On Spell Hit: 20% Netherblast 5 Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 152% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 fire On Crit.r2 +4 fire While equipped: Stats +7 Mag +8 Cun +10 Con dps ---------- Spell.crit +5% Crit.mult +28.00% Spell.pwr +20 (+4 eff.) S.pwr/crit +7 Melee+ 9% confusion Dmg.mod +30% physical Res.pen +10% arcane Phasing +26% ----- def ----- Defense +21 (+6 eff.) Resists +5% arcane +6% fire ---------- misc Vim/s.crit +3.00 Max.vim +30.00 Max.N.En +39.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Nature/Master Power 152% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 10 arcane resource burn * Slows global speed by 40% While equipped: dps ---------- Phys.crit +15.0% Spell.crit +5% Crit.mult +18.00% Spell.pwr +15 (+3 eff.) Dmg.mod +30% darkness Res.pen +5% lightning On Hit (Melee): * 35% chance to blind ----- def ----- Defense +27 (+7 eff.) Resists +6% acid +6% nature +3% lightning ---------- misc Light +9 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 1.0 Pwr.cost 4 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 89.95 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 1H weapon [Random Unique] Nature/Master Power 152% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Con dps ---------- Phys.crit +23.0% Spell.crit +9% Crit.mult +32.00% Phys.pwr +5 (+1 eff.) Spell.pwr +34 (+7 eff.) Dmg.mod +30% temporal Res.pen +10% mind Acc +7 (+1 eff.) ----- def ----- Resists +3% light +3% blight HP.reg +2.00 Heal.mod +22% ---------- misc Telepathy Dragon Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 battleaxe 2H weapon [Unique] Master Power 176% Range: 1.5x Uses 120% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- Phys.save +9 (+2 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
![]() 3.0 T4 battleaxe 2H weapon [Random Unique] Arcane/Master/Psionic Power 165% Range: 1.5x Uses 120% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% Melee+ +4 mind +26 cold On Hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +3 Mag dps ---------- Spell.crit +3% S.pwr/crit +4 Dmg.mod +6% blight +14% physical Res.pen +13% physical Apr +13 Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Unique] Arcane Power 193% Range: 1.5x Uses 120% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +8 Crit +8.0% Atk.spd 100% Melee+ +50 fire Dmg.conv 20% fire While equipped: dps ---------- Dmg.mod +20% fire Res.pen +25% fire ----- def ----- Resists +20% fire The wearer is treated as a demon. Infernal Breath: Level 3.0 Pwr.cost 21 out of 35/35. Range melee/personal Travel.spd instantaneous Is a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 312.82 fire damage, and flames will be left dealing a further 73.32 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
![]() 3.0 T5 battleaxe 2H weapon [Unique] Arcane Power 193% Range: 1.5x Uses 120% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +8 Crit +8.0% Atk.spd 100% Melee+ +50 fire Dmg.conv 20% fire While equipped: dps ---------- Dmg.mod +20% fire Res.pen +25% fire ----- def ----- Resists +20% fire The wearer is treated as a demon. Infernal Breath: Level 3.0 Pwr.cost 21 out of 35/35. Range melee/personal Travel.spd instantaneous Is a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 312.82 fire damage, and flames will be left dealing a further 73.32 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
![]() 3.0 T5 battleaxe 2H weapon [Unique] Nature/Disrupt Power 195% Range: 1.5x Uses 120% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +50 acid +50 nature slow On Crit: * deal manaburn damage equal to your mindpower in a radius 3 cone While equipped: Stats +0 Str +0 Wil dps ---------- Dmg.mod +0% nature ---------- misc Cooldown Mana Clash -2 Ice Claw -1 Swallow -2 This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
![]() 5.0 T1 greatmaul 2H weapon [Unique] Master Power 152% Range: 1.7x Uses 130% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
![]() 3.0 T3 greatsword 2H weapon [Unique] Arcane Power 172% Range: 1.6x Uses 130% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +12 Crit +11.0% Atk.spd 50% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
![]() 3.0 T3 greatsword 2H weapon [Unique] Nature/Master Power 166% Range: 1.6x Uses 120% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
![]() 12.0 T3 greatsword 2H weapon [Unique] Psionic Power 173% Range: 1.6x Uses 129% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +9 Crit +9.0% Atk.spd 100% Melee+ +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 T3 greatsword 2H weapon [Ego++] Master/Psionic Power 158% Range: 1.6x Uses 120% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Res.pen +10% physical Acc +9 (+1 eff.) Apr +10 Massive two-handed swords. |
![]() 3.0 T1 trident 2H weapon [Unique] Arcane Power 144% Range: 1.4x Uses 120% Wil, 50% Mag Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+2 eff.) ----- def ----- Resists +10% cold ---------- misc Talents +1 Flame Bolts On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 48 out of 80/80. Range melee/personal 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 20.90 cold damage and 20.90 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 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. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
![]() 3.0 T2 longsword 1H weapon [Rare] Nature Power 131% Range: 1.4x Uses 100% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +14 insidious poison While equipped: ----- def ----- Blind- +15% Poison- +25% Cut- +25% Silence- +15% Confus- +25% Sharp, long, and deadly. |
![]() 3.0 T2 longsword 1H weapon [Rare] Psionic Power 134% Range: 1.4x Uses 100% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +3 Cun +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) ----- def ----- Resists +5% arcane Mind.save +15 (+3 eff.) Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon [Unique] Arcane/Master Power 156% Range: 1.4x Uses 100% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +10.0% Atk.spd 100% Melee+ +12 acid On Crit.r2 +40 corrosive acid While equipped: dps ---------- Phys.crit +10.0% Spell.crit +10% Dmg.mod +15% acid Res.pen +10% physical ----- def ----- Resists +15% acid Corrosive Worm: Level 4.0 Pwr.cost 18 out of 30/30. Range 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 30% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 52 acid damage in a 4 radius ball. This damage will increase by 38% 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 T3 mace 1H weapon [Random Unique] Arcane/Master/Psionic Power 147% Range: 1.4x Uses 100% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +8 light Against +10% Undead On Hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On Crit: * wounds the target for 7 turns: 30 bleeding, 82% reduced healing While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +6 (+1 eff.) ----- def ----- Resists +1% physical Phys.save +20 (+5 eff.) Poison- +10% Stun/Frz- +15% Blunt and deadly. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Nature/Master/Psionic Power 164% Range: 1.4x Uses 100% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +60 insidious poison +16 arcane +4 blight On Hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +5 Wil dps ---------- Phys.crit +13.0% Crit.mult +18.00% Dmg.mod +3% blight Apr +15 One-handed war axes. |
![]() 1.0 T1 dagger 1H weapon [Ego+] Psionic Power 122% Range: 1.3x Uses 45% Wil, 50% Mag, 45% Cun Dmg Physical Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +7 mind On Hit: * 12% chance to cause random gloom * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +2 Cun +2 Wil Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 139% Range: 1.3x Uses 45% Wil, 50% Mag, 45% Cun Dmg Physical Acc+ +0.5% APR / acc Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +10 blight +10 fire burn On Crit.r2 +20 infective blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 146% Range: 1.3x Uses 45% Wil, 60% Mag, 45% Cun Dmg Physical Acc+ +0.5% APR / acc Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 2.0 Pwr.cost 5 out of 10/10. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of darkness, doing 203.76 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Power 149% Range: 1.3x Uses 45% Wil, 55% Cun, 55% Mag Dmg Physical Acc+ +0.5% APR / acc Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+3 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() 1.0 T4 dagger 1H weapon [Unique] Psionic Power 158% Range: 1.3x Uses 45% Wil, 55% Cun, 50% Mag Dmg Physical Acc+ +0.5% APR / acc Apr +9 Crit +15.0% Atk.spd 100% On Hit: * deals physical damage equal to 3% of the target's missing health While equipped: Stats +6 Str +6 Dex dps ---------- Crit.mult +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
![]() 1.0 T5 dagger 1H weapon [Unique] Master Power 169% Range: 1.3x Uses 35% Wil, 50% Mag, 55% Cun Dmg Physical Acc+ +0.5% APR / acc Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +4 Cun +5 Dex dps ---------- Dmg.mod +8% light +10% physical ----- def ----- Pinning- +50% ---------- misc Light +1 Telepathy Humanoid/Orc During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature Power 95% Range: 1.1x Uses 25% Wil, 50% Mag, 10% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.20 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.0 Pwr.cost 36 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 56 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 89% Range: 1.1x Uses 35% Wil, 50% Mag, 15% Cun Dmg Physical Mastery Psiblades Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+1 eff.) ---------- misc Psi/m.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 T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 100% Range: 1.1x Uses 40% Wil, 50% Mag, 20% Cun Dmg Lightning Mastery Psiblades Acc uses Wil Apr +24 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +12 (+4 eff.) Dmg.mod +15% lightning Res.pen +9% lightning ----- def ----- Resists +15% lightning Mind.save +9 (+2 eff.) ---------- misc 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 T3 mindstar 1H weapon [Unique] Nature Power 100% Range: 1.1x Uses 35% Wil, 50% Mag, 50% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +18 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +6% Mind.pwr +12 (+4 eff.) Dmg.mod +8% physical +8% cold +8% fire ----- def ----- Heal/summ +30 ---------- misc Max.summ +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Rage: Level 4.0 Pwr.cost 10 out of 16/16. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Induces a killing rage in one of your summons, increasing all its stats by 16 for 10 turns. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
![]() 3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic Power 105% Range: 1.1x Uses 40% Wil, 50% Mag, 20% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +25 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +8% Mind.pwr +10 (+3 eff.) Dmg.mod +15% mind +5% physical ----- def ----- Resists +10% mind Release a wave of psionic power, dealing 273.94 mind damage (based on Willpower) to all within radius 5. Uses 24 power out of 40/40 This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
![]() 3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic/Unknown Power 115% Range: 1.1x Uses 40% Wil, 80% Mag Dmg Darkness Mastery Psiblades Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Wil +6 Mag dps ---------- Spell.crit +12% Mind.crit +12% Spell.pwr +12 (+3 eff.) Mind.pwr +12 (+4 eff.) Dmg.mod +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian and the tentacles strike out with them like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic This natural venom should be returned to the wyrm. This psionic mindstar has an epiphany about dreams. Power 114% Range: 1.1x Uses 50% Wil, 50% Mag, 30% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +8 mind On Crit.r2 +8 fire While equipped: dps ---------- Mind.crit +9% Mind.pwr +16 (+5 eff.) Dmg.mod +23% acid +6% fire +7% mind Res.pen +20% acid Melee Ret 15 acid 20 mind ----- def ----- Resists +12% acid HP.reg +1.80 ---------- misc Equi/ret +1.40 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 T2 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Power 131% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +22 On Crit.r2 +9 ice Uses 1.0 Steam While equipped: Stats +3 Con dps ---------- Res.pen +5% cold ----- def ----- Armour +12 Defense +10 (+3 eff.) Fatigue +6% Resists +17% cold Proj.evade +7% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T2 steamsaw 1H weapon [Rare] Psionic/Steamtech Power 135% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +22 On Hit.r1 +4 darkness On Crit.r2 +20 blight +4 darkness Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +20% darkness ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% Resists +14% mind ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T2 steamsaw 1H weapon [Unique] Arcane/Steamtech Power 139% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +12 Crit +3.0% Atk.spd 100% Block +40 Dmg.conv 50% blight On Hit: * may infect the target with a random disease Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% ---------- misc Talents +1 Block This aged looking saw is very rusty, and you think you see a thin layer of... something... on its blades. |
![]() 3.0 T2 steamsaw 1H weapon [Ego] Nature/Master/Steamtech Power 140% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +21 Uses 1.0 Steam While equipped: dps ---------- Melee+ 6 cold Melee Ret 11 ice ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T2 steamsaw 1H weapon [Rare] Master/Steamtech Power 132% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +22 Uses 1.0 Steam While equipped: dps ---------- Mind.crit +9% Mind.pwr +4 (+1 eff.) Dmg.mod +18% mind On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% Resists +17% fire ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T2 steamsaw 1H weapon [Ego] Master/Psionic/Steamtech Power 134% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +22 Melee+ +7 mind On Hit: * 10% chance to cause random gloom Uses 1.0 Steam While equipped: Stats +1 Cun +2 Wil ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% Resists +12% physical ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T3 steamsaw 1H weapon [Unique] Nature/Steamtech Power 149% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Nature Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +3.0% Atk.spd 100% Block +50 On Kill: * summon a treant (5 turn cooldown) Uses 1.0 Steam While equipped: ----- def ----- Armour +14 Defense +4 (+1 eff.) Fatigue +8% ---------- misc Talents +1 Block "Spread the wonders of nature even quicker than ever with this seed injecting steamsaw! Your former enemies will be freshly grown trees before you even know it!" |
![]() 3.0 T3 steamsaw 1H weapon [Normal] Steamtech Power 138% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +51 Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T3 steamsaw 1H weapon [Random Unique] Arcane/Nature/Steamtech Power 144% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +44 Uses 1.0 Steam While equipped: Stats +3 Mag +2 Wil dps ---------- Mind.crit +3% Spell.pwr +10 (+2 eff.) Res.pen +16% nature +10% mind ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +8% all Mind.save +6 (+1 eff.) ---------- misc Psi/ret +0.08 Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T3 steamsaw 1H weapon [Rare] Master/Steamtech Power 146% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +50 On Hit: * 40% chance to corrode armour by 30% Uses 1.0 Steam While equipped: Stats +5 Str dps ---------- Dmg.mod +11% physical Acc +21 (+4 eff.) ----- def ----- Armour +12 Defense +6 (+2 eff.) Fatigue +8% Resists +9% light Die.at -91.00 life Max.HP +30.00 ---------- misc Stam/turn +0.80 Stam/ret +1.40 Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon [Random Unique] Arcane/Steamtech Power 151% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +75 Melee+ +11 acid +8 arcane On Crit: * splashes the target with acid Uses 1.0 Steam While equipped: Stats +3 Dex dps ---------- Dmg.mod +12% arcane Res.pen +15% acid +10% arcane On Melee Ret: * 12% chance to daze at end of turn ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% Resists +15% lightning +5% arcane ---------- misc Wards +3 lightning +4 temporal +4 blight +4 fire +5 cold Talents +1 Ward +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon [Rare] Master/Steamtech Power 155% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +76 Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +18% darkness ----- def ----- Armour +16 Defense +8 (+3 eff.) Fatigue +10% Resists +9% mind +12% fire Crit.dmg- 16.00% Blind- +15% Disarm- +25% Teleport- +20% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon [Random Unique] Arcane/Nature/Master/Steamtech Power 158% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +74 Melee+ +12 temporal +13 nature +12 mind On Crit: * wounds the target for 7 turns: 29 bleeding, 81% reduced healing Uses 1.0 Steam While equipped: Stats +4 Mag +3 Wil +4 Con dps ---------- Phys.crit +10.0% Phys.pwr +10 (+2 eff.) Mind.pwr +6 (+2 eff.) On Melee Ret: * 23% chance to blind ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% Resists +14% light ---------- misc Hate/m.crit +3.00 Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Power 154% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +72 Melee+ +6 cold Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% Resists +22% cold ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon [Ego+] Arcane/Steamtech Power 152% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +66 Uses 1.0 Steam While equipped: Stats +3 Dex dps ---------- On Melee Ret: * 14% chance to daze at end of turn ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% Resists +14% lightning ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Power 166% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +68 On Crit.r2 +12 fire On Hit: * 40% chance to daze at end of turn Uses 1.0 Steam While equipped: dps ---------- All.spd +4% Dmg.mod +3% blight +9% lightning Res.pen +12% fire ----- def ----- Armour +13 Defense +8 (+3 eff.) Fatigue +10% Resists +3% blight ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Power 155% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +68 On Hit: * 18% chance to daze at end of turn Uses 1.0 Steam While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +4 Cun +2 Con dps ---------- Res.pen +12% lightning +10% acid ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% Resists +9% lightning +3% temporal +3% light +23% cold +5% arcane Spell.save +12 (+3 eff.) Max.HP +68.00 ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Ego+] Arcane/Steamtech Power 165% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +109 Melee+ +17 blight On Hit: 10% Epidemic 5 On Hit: * 12% chance to disease Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Disease- +26% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Ego] Psionic/Steamtech Power 163% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +105 Melee+ +17 mind On Hit: * 25% chance to cause random gloom Uses 1.0 Steam While equipped: Stats +3 Cun +4 Wil ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 4.0 T3 longbow 2H weapon [Unique] Arcane Power 107% Range: 1.1x Uses 50% Mag Dmg Physical Acc+ +0.2% crit / acc Atk.spd 125% Range +9 Proj.spd +400% On Hit: 100% Arcane Eye 4 While equipped: dps ---------- Ranged+ 25 arcane ---------- misc Light +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
![]() 4.0 T2 steamgun 1H weapon [Unique] Steamtech Power 107% Range: 1.1x Uses 50% Mag Dmg Physical Acc+ +0.1% dam / acc Apr +4 Atk.spd 100% Dmg.mult 125% Range +7 Proj.spd +300% Dmg.conv 80% fire burn Uses 2.0 Steam Flare: Level 3.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a shot at the target tile that blinds enemies for 3 turns, marks them for 2 turns and illuminates the area within radius 2 for 5 turns. Enemies within the illuminated area lose 30 defence and stealth power and cannot benefit from concealment. The status chance increases with your Accuracy, and the defense reduction with your Dexterity. An odd, stubby gun with a large, red barrel. |
![]() 4.0 T3 steamgun 1H weapon [Unique] Steamtech Power 107% Range: 1.1x Uses 50% Mag Dmg Physical Acc+ +0.1% dam / acc Apr +20 Crit -10.0% Atk.spd 100% Dmg.mult 100% Range +6 Proj.spd +1500% On Crit: * Burst apart, dealing physical damage equal to 25% of the original damage in a ball of radius 1. Uses 2.0 Steam While equipped: dps ---------- Crit.mult +50.00% ---------- misc Talents +3 Surekill "Murderfang came over yesterday, raving about this idea for a steamgun he had. He described it in great detail, everything, except for how it would actually work. What do you even grip it by? Insisted I make it though, left some design notes. They all just say 'make it really flashy'. -Pizurk, Master Tinker |
![]() 3.0 T5 arrow ammo [Random Unique] Arcane/Master Power 194% Range: 1.4x Uses 50% Wil, 70% Cun, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Apr +18 Crit +26.0% Capacity 19 Ranged+ +18 acid On Hit.r1 +20 light On Crit.r2 +8 light On Hit: * 20% chance to blind On Crit: * cripple the target * splashes the target with acid Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Unique] Master Power 186% Range: 1.4x Uses 70% Wil, 50% Mag, 50% Cun Dmg Physical Acc+ +0.2% crit / acc Apr +20 Crit +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 T5 arrow ammo [Unique] Arcane Power 169% Range: 1.4x Uses 50% Wil, 60% Mag, 70% Cun Dmg Void Acc+ +0.2% crit / acc Apr +30 Crit +6.0% Capacity 0 On Hit: 10% Spatial Tether 1 On Hit: 5% Dimensional Anchor 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
![]() 3.0 T5 arrow ammo [Random Unique] Arcane/Master Power 188% Range: 1.4x Uses 50% Wil, 70% Cun, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Apr +33 Crit +18.0% Capacity 53 Rld cld 0 Ranged+ +8 light +18 bleed On Hit.r1 +12 light +12 acid On Crit.r2 +8 light On Crit: * wounds the target for 7 turns: 28 bleeding, 79% reduced healing * cripple the target Arrows are used with bows to pierce your foes to death. |
![]() 7.0 T1 shield armor [Unique] Nature While equipped: ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +2 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() 7.0 T2 shield armor [Unique] Nature While equipped: ----- def ----- Armour +10 Defense +9 (+3 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
![]() 7.0 T3 shield armor [Unique] Nature While equipped: Stats +5 Wil ----- def ----- Armour +2 Defense +8 (+3 eff.) Rng.Def +8 (+2 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +3 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 T4 shield armor [Unique] Nature/Master While equipped: dps ---------- Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+5 eff.) Rng.Def +15 (+4 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +5 Block On block: 30% chance that you'll breath stunning fire in a cone at the attacker (if within range 6). This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
![]() 7.0 T4 shield armor [Unique] Arcane While equipped: ----- def ----- Armour +25 Defense +5 (+2 eff.) Rng.Def +10 (+2 eff.) Fatigue +12% Resists +10% acid +10% physical +10% lightning +10% fire ---------- misc Talents +4 Block On block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
![]() 7.0 T4 shield armor [Unique] Master While equipped: Stats +10 Con ----- def ----- Armour +4 Defense +14 (+4 eff.) Rng.Def +14 (+3 eff.) Fatigue +19% Resists +25% blight HP.reg +5.00 ---------- misc Talents +5 Block Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
![]() 7.0 T5 shield armor [Unique] Arcane While equipped: ----- def ----- Armour +20 Defense +5 (+2 eff.) Rng.Def +12 (+3 eff.) Fatigue +10% Resists +25% cold +25% fire ---------- misc Talents +1 Shieldsmaiden Aura +4 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. |
![]() 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +4 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+4 eff.) Resists +15% cold ---------- misc Masteries +0.10 Spell/Water This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: dps ---------- Dmg.mod +12% arcane +11% light ----- def ----- Resists +16% light ---------- misc Max.mana +21.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Dmg.mod +10% arcane An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Dmg.mod +5% mind ----- def ----- Armour +3 Defense +9 (+3 eff.) Resists +20% cold Mind.save +10 (+2 eff.) A beautifully soft robe of fine white fur. It looks designed for a halfling noble, with glorious sapphires sewn across the hems. But entrancing as it is, you can't help but feel a little queasy wearing it. |
![]() 2.0 T2 cloth armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Crit.mult +13.00% ----- def ----- Armour +4 Resists +21% acid Blind- +20% Disease- +25% Cut- +30% Confus- +15% Stun/Frz- +20% ---------- misc Hate/m.crit +4.00 Psi/m.crit +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+3 eff.) Resists +10% fire +10% cold Spell.save +18 (+4 eff.) Mind.save +15 (+3 eff.) Blind- +40% ---------- misc Mana/turn +1.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+3 eff.) Mov.spd +32% Dmg.mod +15% blight ----- def ----- Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 9 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
![]() 9.0 T2 light armor [Rare] Arcane While equipped: Stats +2 Mag ----- def ----- Armour +4 Defense +11 (+3 eff.) Rng.Def +9 (+2 eff.) Fatigue +7% Resists +15% fire +17% temporal Die.at -80.00 life Disease- +15% Stun/Frz- +45% Teleport- +10% ---------- misc Max.vim +30.00 A suit of armour made of leather. |
![]() 9.0 T3 light armor [Rare] Master While equipped: Stats +3 Dex +5 Mag dps ---------- Dmg.mod +12% mind ----- def ----- Armour +14 Defense +3 (+1 eff.) Fatigue +8% Resists +9% darkness +8% physical Phys.save +19 (+5 eff.) Silence- +20% Teleport- +25% A suit of armour made of leather. |
![]() 9.0 T3 light armor [Random Unique] Arcane/Master While equipped: Stats +3 Wil dps ---------- Mind.crit +1% Melee+ 11 acid 10 fire Dmg.mod +9% nature Melee Ret 10 acid 16 physical 10 fire ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Resists +31% acid +19% fire ---------- misc Hate/m.crit +4.00 A suit of armour made of leather. |
![]() 9.0 T3 light armor [Unique] Steamtech While equipped: ----- def ----- Armour +7 Defense +6 (+2 eff.) Fatigue +7% Phys.save +15 (+4 eff.) ---------- misc Talents +1 Medical Urgency Vest This light leather armour features a special medical injector. |
![]() 9.0 T4 light armor [Random Unique] Arcane/Master While equipped: dps ---------- Crit.mult +10.00% Melee+ 14 acid 17 fire Dmg.mod +3% blight +12% temporal Melee Ret 12 acid 12 fire ----- def ----- Armour +7 Defense +4 (+1 eff.) Fatigue +8% Resists +10% acid +33% fire +6% temporal +8% physical Phys.save +14 (+3 eff.) Spell.save +30 (+6 eff.) A suit of armour made of leather. |
![]() 14.0 T2 heavy armor [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Acc +4 (+0 eff.) ----- def ----- Armour +8 Defense +2 (+1 eff.) Fatigue +14% Resists +5% acid +2% physical +11% light +16% fire +7% cold +11% darkness Die.at -20.00 life ---------- misc Stam/turn +0.20 Breathe water A suit of armour made of mail. |
![]() 14.0 T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +0.50 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Bloodcasting: (Instant) Level 2.0 Pwr.cost 36 out of 60/60. Range 10 Travel.spd instantaneous Is a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
![]() 14.0 T2 heavy armor [Rare] Nature While equipped: Stats +3 Wil dps ---------- Crit.mult +15.00% Dmg.mod +15% arcane ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +9% nature HP.reg +4.40 ---------- misc Stam/turn +1.30 Mana/s.crit +4.00 Vim/s.crit +2.00 Max.vim +50.00 A suit of armour made of mail. |
![]() 14.0 T2 heavy armor [Random Unique] Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +10% Resists +15% fire +31% cold ---------- misc Light +1 A suit of armour made of mail. |
![]() 14.0 T3 heavy armor [Rare] Nature While equipped: Stats +4 Wil dps ---------- Dmg.mod +15% blight Res.pen +28% lightning +10% blight Melee Ret 10 light 8 darkness On Hit (Melee): * 30% chance to daze at end of turn * 22% chance to disease ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +16% Resists +44% blight +31% darkness ---------- misc Light +2 A suit of armour made of mail. |
![]() 14.0 T3 heavy armor [Rare] Master While equipped: ----- def ----- Armour +14 Defense +12 (+4 eff.) Rng.Def +9 (+2 eff.) Fatigue +16% Resists +33% acid Mind.save +12 (+2 eff.) Disease- +20% Confus- +35% A suit of armour made of mail. |
![]() 14.0 T3 heavy armor [Ego++] Nature While equipped: Stats +3 Wil dps ---------- Melee Ret 6 light ----- def ----- Armour +9 Defense +3 (+1 eff.) Fatigue +16% Resists +7% acid +7% cold +10% darkness +16% blight ---------- misc Light +1 Breathe water A suit of armour made of mail. |
![]() 14.0 T5 heavy armor [Random Unique] Arcane/Master While equipped: dps ---------- Crit.mult +5.00% Melee+ 16 acid 23 fire Dmg.mod +6% nature Res.pen +10% arcane Melee Ret 14 acid 15 fire On Hit (Melee): * Slows global speed by 30% On Melee Ret: * 39% chance to disease * 23% chance to inflict 15% damage reduction ----- def ----- Armour +19 Defense +5 (+2 eff.) Fatigue +9% Resists +27% acid +57% fire +5% arcane +6% cold Phys.save +13 (+3 eff.) A suit of armour made of mail. |
![]() 14.0 T5 heavy armor [Random Unique] Arcane/Master While equipped: Stats +5 Str +6 Con dps ---------- Melee+ 21 acid 14 fire Dmg.mod +3% fire Res.pen +15% fire Melee Ret 11 acid 11 fire On Hit (Melee): * 30% chance to daze at end of turn On Melee Ret: * 50% chance to disease * 28% chance to inflict 15% damage reduction ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +16% Resists +51% acid +22% fire +24% lightning Max.HP +84.00 A suit of armour made of mail. |
![]() 14.0 T5 heavy armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +3% fire Res.pen +5% fire Melee Ret 17 physical On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +14 Defense +5 (+2 eff.) Fatigue +16% Resists +28% lightning +9% cold +12% fire +14% acid ---------- misc Breathe water A suit of armour made of mail. |
![]() 17.0 T1 massive armor [Rare] Arcane While equipped: Stats +4 Str +4 Dex +2 Mag +2 Wil ----- def ----- Armour +7 Defense +3 (+1 eff.) Fatigue +20% Resists +6% arcane Spell.save +11 (+3 eff.) ---------- misc See.Invis +9 Telepathy Demon/Minor Demon/Major A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor [Rare] Master While equipped: ----- def ----- Armour +9 Defense +4 (+1 eff.) Fatigue +22% Resists +27% acid +15% fire +6% light +9% darkness Spell.save +3 (+1 eff.) A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% acid Melee Ret 16 acid ----- def ----- Armour +9 Defense +4 (+1 eff.) Fatigue +22% Resists +15% lightning +19% fire +15% acid A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +9 Defense +4 (+1 eff.) Fatigue +22% Resists +15% fire +12% light +13% darkness A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor [Rare] Arcane While equipped: ----- def ----- Armour +19 Defense +4 (+1 eff.) Fatigue +22% Resists +9% light +21% temporal Die.at -80.00 life Blind- +20% Disease- +20% Silence- +15% ---------- misc Max.mana +80.00 A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor [Random Unique] Arcane/Master While equipped: Stats +7 Con dps ---------- Res.pen +10% blight +15% temporal Melee Ret 0 physical ----- def ----- Armour +9 Defense +4 (+1 eff.) Fatigue +29% Resists +17% acid -11% light +6% fire +6% arcane +5% darkness Phys.save +7 (+2 eff.) Spell.save +26 (+6 eff.) Mind.save +5 (+1 eff.) ---------- misc Max.mana +20.00 A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor [Rare] Nature While equipped: Stats +2 Str +2 Dex +3 Con ----- def ----- Armour +17 Defense +4 (+1 eff.) Fatigue +22% Resists +9% acid +6% physical +7% lightning +7% fire +9% mind +7% cold Phys.save +9 (+2 eff.) HP.reg +0.60 Disarm- +24% Stun/Frz- +26% Knockbk- +25% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor [Rare] Master While equipped: dps ---------- Res.pen +25% darkness +15% mind On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +11 Defense +5 (+2 eff.) Fatigue +24% Resists +6% darkness +20% fire A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor [Rare] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +6% blight +30% lightning Res.pen +25% blight Melee Ret 8 blight On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +19 Defense +15 (+4 eff.) Fatigue +24% Mind.save +19 (+4 eff.) A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% fire Res.pen +28% light +20% fire On Hit (Melee): * 33% chance to blind ----- def ----- Armour +15 Defense +5 (+2 eff.) Fatigue +24% Resists +11% acid +8% cold +33% lightning ---------- misc Breathe water A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor [Rare] Psionic While equipped: Stats +4 Cun dps ---------- Res.pen +15% arcane Melee Ret 16 fire ----- def ----- Armour +18 Defense +24 (+7 eff.) Rng.Def +9 (+2 eff.) Fatigue +24% Resists +15% light +9% cold Mind.save +19 (+4 eff.) Disease- +25% Disarm- +25% Pinning- +25% Stun/Frz- +30% Teleport- +15% A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% darkness +12% arcane Res.pen +25% arcane On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +11 Defense +5 (+2 eff.) Fatigue +24% Resists +18% darkness +24% cold A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor [Random Unique] Nature/Master While equipped: Stats +7 Cun dps ---------- Mind.crit +3% ----- def ----- Armour +13 Defense +7 (+2 eff.) Fatigue +26% Resists +23% lightning +27% cold Mind.save +6 (+1 eff.) HP.reg +4.80 ---------- misc Stam/turn +1.60 A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor [Random Unique] Nature/Master While equipped: Stats +7 Str +4 Wil +5 Con dps ---------- Dmg.mod +12% blight Melee Ret 15 physical ----- def ----- Armour +18 Defense +7 (+2 eff.) Fatigue +26% Resists +10% acid +9% cold Phys.save +36 (+9 eff.) Max.HP +55.00 ---------- misc Breathe water A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor [Random Unique] Arcane/Master While equipped: Stats +6 Str +1 Wil +13 Con dps ---------- On Hit (Melee): * 20% chance to disease On Melee Ret: * 33% chance to disease * 43% chance to inflict 15% damage reduction ----- def ----- Armour +24 Defense +9 (+3 eff.) Fatigue +11% Resists +17% light +14% darkness Phys.save +11 (+3 eff.) Max.HP +81.00 A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +3% fire Res.pen +10% fire Melee Ret 13 physical ----- def ----- Armour +16 Defense +9 (+3 eff.) Fatigue +26% Resists +19% acid +8% arcane +15% light Spell.save +16 (+4 eff.) ---------- misc Light +1 A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor [Rare] Master While equipped: Stats +12 Str +5 Dex +3 Wil +3 Cun dps ---------- Dmg.mod +9% nature +9% lightning Res.pen +15% light ----- def ----- Armour +36 Defense +9 (+3 eff.) Fatigue +26% Crit.dmg- 18.00% ---------- misc Light +3 A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +12% darkness Res.pen +25% darkness ----- def ----- Resists +15% mind Spell.save +5 (+1 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Str +3 Dex +2 Cun +1 Con ----- def ----- Resists +5% lightning +6% temporal ---------- misc Light +1 A belt that goes around your waist. |
![]() 1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +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 T3 belt armor [Unique] Arcane/Steamtech While equipped: Stats +3 Cun dps ---------- Steampwr +5 (+2 eff.) ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Generate a personal shield that absorbs up to 253 damage and damages attackers striking the wearer for 40 fire damage while it lasts (based on Cunning). Uses 15 power out of 24/24 This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier. |
![]() 1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +7 Mag dps ---------- Spell.pwr +8 (+2 eff.) ----- def ----- Armour +6 Defense +11 (+3 eff.) Fatigue -6% Phys.save +10 (+2 eff.) Spell.save +20 (+4 eff.) ---------- misc Max.enc +31 Mana/turn +0.18 Max.mana +28.00 Max.vim +20.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +30% blight +15% fire +24% darkness Res.pen +25% fire Melee Ret 16 fire ----- def ----- Resists +8% fire +11% cold A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +7.00% Phys.pwr +4 (+1 eff.) A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +5 Mag +5 Wil dps ---------- Phys.crit +5.0% Spell.crit +5% Crit.mult +12.00% Phys.pwr +13 (+2 eff.) ----- def ----- Armour +2 Resists +3% nature Phys.save +20 (+5 eff.) Spell.save +9 (+2 eff.) Mind.save +3 (+0 eff.) Die.at -40.00 life Blind- +20% ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.crit +6% Dmg.mod +25% physical Res.pen +5% blight +18% physical +28% darkness On Hit (Melee): * 30% chance to daze at end of turn * 20% chance to disease ----- def ----- Fatigue -8% Heal.mod +20% ---------- misc Max.enc +51 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +7 Str +2 Mag +7 Con ----- def ----- Defense +2 (+1 eff.) Crit.dmg- 15.00% Mind.save +30 (+6 eff.) ---------- misc Psi/ret +0.08 Telepathy Dragon A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego+] Master While equipped: ----- def ----- Armour +5 Defense +9 (+3 eff.) Phys.save +13 (+3 eff.) Spell.save +16 (+4 eff.) Mind.save +16 (+3 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 T5 cloak armor [Random Unique] Arcane While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.crit +3% Crit.mult +24.00% Spell.pwr +4 (+1 eff.) Dmg.mod +12% arcane Res.pen +10% acid +10% fire +10% arcane Melee Ret 20 acid 12 fire ----- def ----- Defense +3 (+1 eff.) Resists +26% darkness +23% temporal Spell.save +12 (+3 eff.) Def/telep +24 Res/telep +12% Dur/telep +30% ---------- misc Max.mana +154.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 6 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Dmg.mod +3% blight On Hit (Melee): * 20% chance to disease ----- def ----- Armour +1 Fatigue +1% Resists +3% blight Phys.save +5 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +5 (+1 eff.) A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal +9% mind +12% cold Spell.save +6 (+2 eff.) Silence- +15% Teleport- +10% A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Crit.mult +12.00% ----- def ----- Armour +1 Fatigue +1% Die.at -60.00 life Max.HP +30.00 HP.reg +2.10 Heal.mod +13% ---------- misc Max.stam +5.00 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +21% darkness Res.pen +40% darkness +16% temporal Melee Ret 16 darkness On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +3 Fatigue +3% Resists +6% lightning +22% temporal +22% darkness Def/telep +22 Res/telep +15% Dur/telep +22% A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +8 Cun +3 Con ----- def ----- Armour +3 Fatigue +3% Resists +6% lightning +21% cold +9% mind +6% acid Phys.save +15 (+4 eff.) Spell.save +20 (+4 eff.) Mind.save +47 (+9 eff.) A pair of boots made of leather. |
![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 12 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() 2.0 T3 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +3 Fatigue +3% Silence- +35% Confus- +28% Stun/Frz- +27% A pair of boots made of leather. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 3.0 T3 feet armor [Rare] Master While equipped: Stats +2 Cun dps ---------- Crit.mult +15.00% Mind.pwr +8 (+2 eff.) Dmg.mod +6% light On Hit (Melee): * 30% chance to blind ----- def ----- Armour +11 Fatigue +3% Mind.save +42 (+8 eff.) ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor [Rare] Master While equipped: Stats +4 Cun ----- def ----- Armour +4 Fatigue -4% Resists +6% blight +3% mind +12% acid Phys.save +11 (+3 eff.) Disease- +20% Pinning- +10% Stun/Frz- +30% ---------- misc Max.enc +34 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +30% fire Res.pen +25% fire ----- def ----- Armour +12 Fatigue +3% Resists +12% acid +21% fire ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor [Rare] Master While equipped: Stats +4 Cun +3 Con dps ---------- Res.pen +25% arcane +25% acid Melee Ret 8 arcane On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +4 Fatigue +3% Resists +5% arcane +12% acid Phys.save +19 (+5 eff.) Mind.save +17 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor [Ego+] Master While equipped: Stats +3 Cun +2 Dex ----- def ----- Armour +9 Fatigue +3% Disease- +15% ---------- misc Infravis +2 Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 72% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. It was changed by the digestive sack. |
![]() 3.0 T3 feet armor [Rare] Master While equipped: Stats +10 Wil dps ---------- Dmg.mod +9% temporal Res.pen +15% mind ----- def ----- Armour +4 Fatigue +3% Resists +10% fire +11% cold Mind.save +30 (+6 eff.) ---------- misc Hate/m.crit +3.00 Max.hate +6.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +4 Defense +5 (+2 eff.) Rng.Def +5 (+1 eff.) Fatigue +3% Silence- +23% Confus- +36% Stun/Frz- +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Rare] Psionic While equipped: Stats +4 Dex +1 Con dps ---------- Dmg.mod +12% physical Apr +2 ----- def ----- Armour +1 Die.at -20.00 life HP.reg +1.10 ---------- misc Stam/turn +0.60 Max.stam +10.00 Unarmed combat: Power 120% Range: 1.1x Uses 40% Wil, 50% Mag, 80% Cun Dmg Physical Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 100% Melee+ +4 acid On Hit: 10% Slumber 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Unarmed combat: Power 135% Range: 1.1x Uses 40% Wil, 50% Mag, 80% Cun Dmg Physical Acc+ +0.2% crit / acc Apr +1 Crit +4.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 2.0 Pwr.cost 4 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 218.64 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 1.0 T3 hands armor [Rare] Arcane While equipped: Stats +4 Str +2 Dex +2 Wil dps ---------- Spell.crit +6% Crit.mult +10.00% Spell.pwr +10 (+2 eff.) S.pwr/crit +10 ----- def ----- Armour +2 Defense +6 (+2 eff.) Rng.Def +6 (+1 eff.) ---------- misc Mana/turn +0.27 Unarmed combat: Power 135% Range: 1.1x Uses 40% Wil, 50% Mag, 80% Cun Dmg Physical Acc+ +0.2% crit / acc Apr +7 Crit +7.0% Atk.spd 100% Melee+ +12 arcane On Hit: 10% Elemental Bolt 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+2 eff.) ----- def ----- Armour +3 Defense +2 (+1 eff.) Spell.save +6 (+2 eff.) Unarmed combat: Power 137% Range: 1.4x Uses 40% Wil, 80% Cun, 50% Mag Dmg Physical Apr +8 Crit +6.0% Atk.spd 83% Melee+ +12 silence On Hit: 100% Destroy Magic 2 Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
![]() 1.5 T3 hands armor [Unique] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Dmg.mod +10% lightning ----- def ----- Armour +3 Resists +15% lightning Res.Cap +5% lightning Unarmed combat: Power 144% Range: 1.4x Uses 40% Wil, 50% Mag, 80% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +10 Crit +4.0% Atk.spd 83% Melee+ +20 lightning On Hit: 20% Chain Lightning 3 On Hit: 15% Nova 2 Chain Lightning: Level 3.0 Pwr.cost 10 out of 16/16. Range 10 Travel.spd instantaneous Is a spell Description: Invokes a forking beam of lightning doing 65.87 to 197.62 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. 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. |
![]() 1.5 T3 hands armor [Rare] Master While equipped: Stats +4 Con dps ---------- On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +2 Resists +18% acid +3% physical Phys.save +31 (+8 eff.) Spell.save +37 (+8 eff.) Mind.save +17 (+3 eff.) Cut- +20% Disarm- +38% Confus- +20% Unarmed combat: Power 137% Range: 1.4x Uses 40% Wil, 80% Cun, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Apr +9 Crit +8.0% Atk.spd 83% Melee+ +19 physical On Hit: 10% Juggernaut 1 Juggernaut: (Instant) Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T3 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Dex dps ---------- Mind.pwr +6 (+2 eff.) Melee+ 7 cold 18 darkness 18 mind Dmg.mod +3% darkness +6% cold Acc +14 (+2 eff.) On Hit (Melee): * 16% chance to cause random gloom ----- def ----- Armour +6 Resists +11% cold Crit.dmg- 5.00% Mind.save -12 (-3 eff.) Confus- +10% Stun/Frz- +10% Unarmed combat: Power 141% Range: 1.4x Uses 40% Wil, 50% Mag, 80% Cun Dmg Physical Acc+ +0.1% dam / acc Acc +8 Apr +9 Crit +14.0% Atk.spd 83% On Hit.r1 +8 darkness On Crit.r2 +6 ice On Hit: 10% Ice Breath 3 On Hit: 10% Reproach 3 Ruined Earth: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T3 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 10 lightning Dmg.mod +7% lightning +21% acid ----- def ----- Armour +2 Resists +38% lightning Spell.save +18 (+4 eff.) Unarmed combat: Power 142% Range: 1.4x Uses 40% Wil, 50% Mag, 80% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +9 Crit +8.0% Atk.spd 83% On Hit.r1 +8 acid On Crit.r2 +11 lightning On Hit: 10% Lightning Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T5 hands armor [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag dps ---------- Dmg.mod +15% all Res.pen +10% all ----- def ----- Armour +15 ---------- misc Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Unarmed combat: Power 162% Range: 1.4x Uses 60% Mag, 80% Cun, 40% Wil Dmg Physical Acc+ +0.1% dam / acc Apr +10 Crit +7.0% Atk.spd 83% On Hit: 20% Obliterating Smash 3 Your Obliterating Smash can destroy walls. Obliterating Smash: Level 3.0 Pwr.cost 15 out of 25/25. Range 3 Travel.spd instantaneous Is a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
![]() 1.5 T5 hands armor [Ego+] Master While equipped: Stats +6 Con ----- def ----- Armour +3 Phys.save +24 (+6 eff.) Spell.save +10 (+2 eff.) Mind.save +9 (+2 eff.) Disarm- +45% Unarmed combat: Power 154% Range: 1.4x Uses 40% Wil, 80% Cun, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Atk.spd 83% Melee+ +26 physical On Hit: 10% Juggernaut 1 Juggernaut: (Instant) Puts all charms on 18 cooldown Level 2.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Master While equipped: dps ---------- Mind.crit +1% Res.pen +20% mind +20% fire ----- def ----- Armour +1 Fatigue +1% Resists +7% fire +6% cold ---------- misc Hate/m.crit +5.00 A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +7 Con ----- def ----- Armour +3 Fatigue +3% Resists +9% lightning Phys.save +39 (+9 eff.) Spell.save +18 (+4 eff.) Mind.save +18 (+3 eff.) Silence- +15% A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +6 Wil dps ---------- Dmg.mod +12% arcane +6% lightning ----- def ----- Armour +3 Fatigue +3% Resists +18% lightning +8% temporal +15% light +7% blight +5% arcane +14% darkness Mind.save +8 (+1 eff.) A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Rare] Master While equipped: dps ---------- S.pwr/crit +10 Res.pen +25% blight Melee Ret 16 blight ----- def ----- Armour +9 Fatigue +3% Resists +11% fire +9% cold Poison- +50% A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str +10 Mag +6 Con dps ---------- Melee Ret 7 physical On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +3 Fatigue +3% Resists +6% blight Skullcracker: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 801.8 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A hat made of leather. Very stylish. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Res.pen +20% darkness Melee Ret 12 darkness ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal +15% blight +3% nature +6% acid A hat made of leather. Very stylish. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Dex +3 Mag +7 Con ----- def ----- Armour +1 Fatigue +1% Resists +6% nature +6% light Spell.save +4 (+1 eff.) Max.HP +51.00 Heal.mod +13% ---------- misc See.Invis +9 A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +5 Str +2 Dex +8 Wil dps ---------- Melee Ret 12 fire ----- def ----- Armour +1 Fatigue -3% ---------- misc Light +1 A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +6 Str +2 Mag dps ---------- Res.pen +10% mind ----- def ----- Armour +1 Fatigue +1% Mind.save +12 (+2 eff.) ---------- misc Telepathy Demon/Minor Demon/Major A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +7 Con ----- def ----- Armour +3 Fatigue +3% Resists +9% lightning +5% arcane Mind.save +30 (+6 eff.) Blind- +15% Disease- +25% Disarm- +20% Pinning- +15% A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +5 Mag ----- def ----- Armour +9 Defense +6 (+2 eff.) Fatigue +3% Resists +12% cold +9% temporal +4% all Phys.save +5 (+1 eff.) ---------- misc Light +1 Infravis +2 See.Invis +12 Telepathy Demon/Minor Demon/Major A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: dps ---------- Res.pen +25% arcane +10% temporal ----- def ----- Armour +12 Fatigue +3% Phys.save +12 (+3 eff.) Mind.save +30 (+6 eff.) Poison- +15% Confus- +20% ---------- misc Infravis +3 A cap made of leather. |
![]() 2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+5 eff.) ----- def ----- Defense +8 (+3 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.0 Pwr.cost 11 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 25% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 18%. Fear effects improve with your Mindpower. 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 it's hollow eye sockets seem to stare back into you. |
![]() 2.0 T3 head armor [Rare] Psionic While equipped: Stats +2 Dex +3 Con dps ---------- Phys.pwr +4 (+1 eff.) On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +9 Defense +6 (+2 eff.) Rng.Def +6 (+1 eff.) Fatigue +3% Resists +19% mind Mind.save +21 (+4 eff.) Confus- +38% ---------- misc Stam/turn +0.80 Max.stam +20.00 A cap made of leather. |
![]() 2.0 T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil dps ---------- Spell.pwr +8 (+2 eff.) Mind.pwr +8 (+2 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +10% temporal +10% physical Anom.red +5 ---------- misc Masteries +0.20 Chronomancy/Timetravel Wormhole: Level 1.0 Pwr.cost 9 out of 15/15. Range 10 Travel.spd instantaneous Is a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +4 Wil dps ---------- Spell.crit +3% Crit.mult +10.00% Dmg.mod +12% darkness Res.pen +25% darkness Phasing +30% Melee Ret 20 arcane ----- def ----- Armour +3 Fatigue +3% Phys.save +19 (+5 eff.) ---------- misc Mana/turn +0.12 A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +2 Str +6 Mag +2 Wil +2 Cun +5 Con ----- def ----- Armour +3 Fatigue +3% Resists +12% blight +15% fire +6% acid A cap made of leather. |
![]() 2.0 T4 head armor [Unique] Steamtech While equipped: Stats +10 Cun dps ---------- Steam.crit +5% Steampwr +15 (+5 eff.) Dmg.mod +10% physical ----- def ----- Defense +12 (+4 eff.) Resists +15% fire ---------- misc Steam/turn +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
![]() 2.0 T5 head armor [Random Unique] Master While equipped: Stats +19 Str +5 Cun +6 Con dps ---------- Mind.crit +2% Dmg.mod +18% mind Melee Ret 9 physical ----- def ----- Armour +5 Fatigue +5% Phys.save +14 (+3 eff.) Mind.save +15 (+3 eff.) Heal/summ +30 ---------- misc Psi/ret +0.12 Skullcracker: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 801.8 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
![]() 2.0 T5 head armor [Random Unique] Nature While equipped: Stats +8 Dex +2 Wil +9 Cun dps ---------- Acc +9 (+1 eff.) Melee Ret 12 fire On Melee Ret: * 18% chance to gain 10% of a turn (3/turn limit) * 43% chance to disease * 34% chance to inflict 15% damage reduction ----- def ----- Armour +5 Defense +9 (+3 eff.) Fatigue +5% Resists +27% acid +23% fire +23% lightning +24% cold ---------- misc Telepathy Humanoid/Orc A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Ego+] Master While equipped: Stats +6 Str +3 Con ----- def ----- Armour +5 Fatigue +5% Phys.save +11 (+3 eff.) Mind.save +9 (+2 eff.) Battle Cry: Puts all charms on 17 cooldown Level 2.0 Pwr.cost 17 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
![]() 3.0 T1 head armor [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% temporal +12% darkness +6% cold +3% nature +6% light Phys.save +12 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor [Rare] Psionic While equipped: Stats +7 Dex +3 Wil +3 Cun +1 Con dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Armour +3 Fatigue +5% ---------- misc Light +3 See.Invis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical Acc +0 (+0 eff.) ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+2 eff.) ---------- misc Light +0 Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 4.0 T3 head armor [Unique] Arcane While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +35% fire ----- def ----- Armour +0 Defense +13 (+4 eff.) Fatigue +4% Resists +35% fire Meteor Rain: Level 2.0 Pwr.cost 15 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 104.09 fire and 83.27 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
![]() 4.0 T3 head armor [Unique] Arcane While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +35% fire ----- def ----- Armour +0 Defense +13 (+4 eff.) Fatigue +4% Resists +35% fire Meteor Rain: Level 2.0 Pwr.cost 15 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 104.09 fire and 83.27 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
![]() 3.0 T3 head armor [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Technique/Field control Indomitable: (Instant) Level 1.0 Pwr.cost 36 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
![]() 1.0 T3 head armor [Unique] Arcane While equipped: Stats +9 Wil +13 Mag dps ---------- Spell.crit +5% Dmg.mod +21% blight +18% arcane Melee Ret 10 vim draining blight ----- def ----- Fatigue -2% ---------- misc Max.vim +25.00 See.Invis +12 Vimsense: Level 2.0 Pwr.cost 15 out of 45/45. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 28%, but also make them aware of you. The resistance reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
![]() 3.0 T3 head armor [Unique] Master While equipped: Stats +2 Str +4 Mag dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +10 (+2 eff.) ----- def ----- Armour +9 Fatigue +4% Silence- +30% ---------- misc 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. |
![]() 3.0 T3 head armor [Rare] Master While equipped: Stats +4 Str dps ---------- Dmg.mod +6% lightning +12% fire Acc +8 (+1 eff.) Melee Ret 20 fire ----- def ----- Armour +16 Fatigue +4% Phys.save +9 (+2 eff.) ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor [Random Unique] Master While equipped: Stats +3 Str +2 Con dps ---------- Res.pen +10% fire Melee Ret 8 fire On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +4% Resists +12% fire +7% cold +4% all Phys.save +19 (+5 eff.) Mind.save +8 (+1 eff.) Battle Cry: Puts all charms on 17 cooldown Level 2.0 Pwr.cost 17 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +11 Str +1 Mag +13 Wil dps ---------- Phys.pwr +12 (+2 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +6% lightning +18% cold +9% temporal +15% physical Phys.save +15 (+4 eff.) Mind.save +24 (+5 eff.) Cut- +5% Pinning- +30% Knockbk- +10% ---------- misc Light +2 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+1 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 18 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Res.pen +25% mind Melee Ret 16 mind 8 acid ----- def ----- Resists +6% acid Mind.save +5 (+1 eff.) ---------- misc Light +2 See.Stealth +6 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Arcane While equipped: Stats +3 Str dps ---------- Dmg.mod +6% lightning Melee Ret 12 fire ----- def ----- Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Resists +3% physical +6% fire Heal.mod +15% ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +6 (+1 eff.) ---------- misc Light +4 See.Stealth +7 See.Invis +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T5 lite [Random Unique] Nature/Master While equipped: Stats +6 Wil +3 Con dps ---------- Phys.crit +6.0% Crit.mult +15.00% Phys.pwr +12 (+2 eff.) Res.pen +10% physical Acc +4 (+0 eff.) Melee Ret 8 fire ----- def ----- Armour +6 Resists +10% blight HP.reg +3.40 ---------- misc Stam/turn +0.40 Light +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +3 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +5 Hardiness +20% Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
powerful pain suppressor salve [power 190] powerful pain suppressor salve [power 190]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -190 life and reduces all damage by 19% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 6 cooldown Activation is instant. Medical salve. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 45 power out of 75/75 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
![]() 1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% mind +6% nature +6% darkness Res.pen +15% darkness +15% mind Melee Ret 16 darkness ----- def ----- Resists +11% nature +3% darkness While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +3% nature +9% lightning Melee Ret 16 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Fatigue -5% Resists +6% lightning While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str +3 Wil +6 Cun dps ---------- Dmg.mod +12% fire ----- def ----- Fatigue -8% Crit.dmg- 15.00% ---------- misc Infravis +3 See.Invis +9 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Res.pen +10% acid +20% fire Melee Ret 12 acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +12% acid +30% fire Max.HP +32.00 ---------- misc Max.stam +24.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Ego+] Arcane While equipped: Stats +7 Str +6 Wil dps ---------- Phys.crit +10.0% Mind.crit +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +4 Wil +4 Cun dps ---------- Crit.mult +20.00% Dmg.mod +6% fire Res.pen +10% fire Acc +7 (+1 eff.) ---------- misc Psi/ret +0.36 Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+2 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 12 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 13 points of damage the target suffers will reduce the effect duration by one turn. When Sleep 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 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 18 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 183% of the healing done. This effect scales with your Magic stat.. Uses 45 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +15% darkness Melee Ret 12 darkness 12 acid On Hit (Melee): * 30% chance to corrode armour by 30% Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 29 for 7 turns Puts all charms on 12 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% nature Res.pen +10% lightning Melee Ret 12 lightning On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +18% lightning ---------- misc Wards +2 physical +2 mind +2 darkness Talents +1 Ward Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 25 for 7 turns Puts all charms on 12 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Spell.crit +3% S.pwr/crit +6 Dmg.mod +18% arcane On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Spell.save +45 (+9 eff.) ---------- misc Mana/s.crit +5.00 Wards +2 physical +3 mind +3 darkness Talents +1 Ward Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 57 for 7 turns Puts all charms on 12 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Phys.pwr +6 (+1 eff.) ----- def ----- Armour +14 Phys.save +9 (+2 eff.) Max.HP +50.00 ---------- misc Stam/turn +0.80 Talents +3 Silence Cooldown Silence -1 Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 87 for 7 turns Puts all charms on 12 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% light Res.pen +25% light ----- def ----- Resists +12% darkness +18% light ---------- misc Talents +1 Silence Cooldown Silence -1 Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 89 for 7 turns Puts all charms on 12 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +18% lightning Res.pen +20% mind +15% lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +15% mind +12% lightning Remove up to 2 poisons or diseases from a target within range 9 (based on Willpower) Puts all charms on 6 cooldown 100% to regenerate 6 equilibrium. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +21% darkness +3% mind Res.pen +5% darkness Melee Ret 8 darkness On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Resists +15% mind ---------- misc Talents +2 Rushing Claws Cooldown Rushing Claws -1 Remove up to 2 poisons or diseases from a target within range 9 (based on Willpower) Puts all charms on 6 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Crit.mult +25.00% Dmg.mod +12% darkness Res.pen +20% mind ----- def ----- Resists +9% cold Silence- +25% Def/telep +15 Res/telep +15% Dur/telep +15% Harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40% Puts all charms on 12 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Spell.crit +2% Spell.pwr +14 (+3 eff.) S.pwr/crit +8 Res.pen +25% blight Melee Ret 20 light ---------- misc Light +3 Harden the skin for 7 turns increasing armour by 33 and armour hardiness by 40% Puts all charms on 12 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Melee Ret 12 arcane ----- def ----- Resists +6% lightning +9% blight +3% cold +6% mind +5% arcane Silence- +5% ---------- misc Talents +3 Rushing Claws Cooldown Rushing Claws -1 Heal a target within range 9 (based on Willpower) for 155 Puts all charms on 12 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: Stats +6 Wil dps ---------- Mind.pwr +18 (+5 eff.) Dmg.mod +6% acid ----- def ----- Mind.save +30 (+6 eff.) Heal/summ +20 ---------- misc Talents +3 Rushing Claws Cooldown Rushing Claws -1 Harden the skin for 7 turns increasing armour by 41 and armour hardiness by 50% Puts all charms on 12 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Random Unique] Nature While equipped: dps ---------- Phys.crit +3.0% Acc +8 (+1 eff.) ----- def ----- Resists +6% blight Phys.save +30 (+7 eff.) Knockbk- +10% ---------- misc Wards +4 acid +3 nature +4 light Talents +6 Lay Web +1 Ward Cooldown Lay Web -2 Harden the skin for 7 turns increasing armour by 58 and armour hardiness by 60% Puts all charms on 12 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Random Unique] Nature While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +6% acid Acc +4 (+0 eff.) ----- def ----- Max.HP +20.00 ---------- misc Talents +1 Invoke Tentacle Cooldown Invoke Tentacle +5 Harden the skin for 7 turns increasing armour by 59 and armour hardiness by 60% Puts all charms on 12 cooldown 100% to regenerate 9 stamina. 100% to regenerate 11 equilibrium. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% blight +15% light On Hit (Melee): * 30% chance to blind ---------- misc Talents +1 Invoke Tentacle +3 Lay Web Cooldown Invoke Tentacle +5 Lay Web -1 Harden the skin for 7 turns increasing armour by 64 and armour hardiness by 70% Puts all charms on 12 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% light Res.pen +25% darkness Melee Ret 8 light On Hit (Melee): * 30% chance to blind ----- def ----- Resists +9% light Fire a bolt of a random element with (base) damage 46 to 91 Puts all charms on 6 cooldown 100% to regenerate 1 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: ----- def ----- Resists +15% mind +2% physical Mind.save +15 (+3 eff.) ---------- misc Max.mana +40.00 Fire a bolt of a random element with (base) damage 42 to 85 Puts all charms on 6 cooldown 100% to regenerate 1 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T2 wand charm [Rare] Arcane While equipped: Stats +4 Wil dps ---------- Res.pen +10% mind ----- def ----- Resists +6% lightning +6% cold +9% light Blind- +15% ---------- misc Telepathy Demon/Minor Demon/Major Fire a bolt of a random element with (base) damage 88 to 175 Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% nature +6% mind Res.pen +5% mind Melee Ret 8 nature ----- def ----- Resists +15% mind +15% nature ---------- misc Talents +2 Void Blast Fire a bolt of a random element with (base) damage 82 to 163 Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T2 wand charm [Rare] Arcane While equipped: Stats +5 Wil dps ---------- Phys.crit +2.0% Crit.mult +6.00% Phys.pwr +10 (+2 eff.) Res.pen +25% darkness +25% physical ----- def ----- Fatigue -6% ---------- misc Talents +3 Strike Cooldown Strike -1 Disarm traps (44 bonus disarm power, based on Magic) along a range 4 line Puts all charms on 9 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% darkness ----- def ----- Resists +5% arcane +12% temporal Spell.save +42 (+9 eff.) Blind- +15% Reveal the area around you, dispelling darkness (radius 12, power 98 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 4 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T4 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +10% acid +25% mind Melee Ret 8 acid 16 arcane On Hit (Melee): * 36% chance to corrode armour by 30% ----- def ----- Resists +15% acid +9% mind +6% arcane ---------- misc Max.vim +17.00 Creates a wall of flames lasting 4 turns (dealing 351 fire damage overall) Puts all charms on 4 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T5 wand charm [Random Unique] Arcane While equipped: dps ---------- Res.pen +5% nature On Hit (Melee): * Slows global speed by 15% * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% mind +12% temporal ---------- misc Wards +5 lightning +5 temporal +5 blight +5 fire +5 cold Talents +5 Void Blast +1 Ward Fire a bolt of a random element with (base) damage 268 to 535 Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +5 Fiery Cleansing Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +5 Fiery Cleansing Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +5 Acidic Bath Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +1 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +3 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +3 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +3 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +3 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +4 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +4 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +4 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +4 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +4 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +5 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +5 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +5 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +1 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +3 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +3 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +5 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +5 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +5 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +35% fire Dmg.red +25 fire Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +35% fire Dmg.red +25 fire Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +35% acid Dmg.red +25 acid Demon status: alive (100% life). The seed of a demon. |
![]() 2.0 T3 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 2.0 T3 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By Loki "The Trickster God" the Lich Adventurer level 44
28th Dusk 123rd year of Ascendancy at 14:21 see stats
By Loki "The Trickster God" the Cornac Adventurer level 23
73rd Haze 122nd year of Ascendancy at 08:43 see stats
By Loki "The Trickster God" the Lich Adventurer level 44
26th Dusk 123rd year of Ascendancy at 21:19 see stats
By Loki "The Trickster God" the Lich Adventurer level 45
53rd Dusk 123rd year of Ascendancy at 06:20 see stats
By Loki "The Trickster God" the Lich Adventurer level 50
50th Haze 123rd year of Ascendancy at 05:13 see stats
By Loki "The Trickster God" the Lich Adventurer level 50
68th Dusk 123rd year of Ascendancy at 10:56 see stats
By Loki "The Trickster God" the Lich Adventurer level 28
1st Regrowth 123rd year of Ascendancy at 04:58 see stats
By Loki "The Trickster God" the Lich Adventurer level 48
65th Dusk 123rd year of Ascendancy at 06:02 see stats
By Loki "The Trickster God" the Lich Adventurer level 37
30th Pyre 123rd year of Ascendancy at 10:30 see stats
By Loki "The Trickster God" the Cornac Adventurer level 25
78th Haze 122nd year of Ascendancy at 14:15 see stats
By Loki "The Trickster God" the Lich Adventurer level 44
37th Dusk 123rd year of Ascendancy at 14:51 see stats
By Loki "The Trickster God" the Cornac Adventurer level 23
73rd Haze 122nd year of Ascendancy at 09:06 see stats
By Loki "The Trickster God" the Lich Adventurer level 50
50th Haze 123rd year of Ascendancy at 14:25 see stats
By Loki "The Trickster God" the Cornac Adventurer level 10
23rd Haze 122nd year of Ascendancy at 14:57 see stats
By Loki "The Trickster God" the Cornac Adventurer level 20
65th Haze 122nd year of Ascendancy at 08:30 see stats
By Loki "The Trickster God" the Lich Adventurer level 30
34th Regrowth 123rd year of Ascendancy at 22:07 see stats
By Loki "The Trickster God" the Lich Adventurer level 40
19th Dusk 123rd year of Ascendancy at 06:40 see stats
By Loki "The Trickster God" the Lich Adventurer level 50
66th Dusk 123rd year of Ascendancy at 07:30 see stats
By Loki "The Trickster God" the Cornac Adventurer level 28
8th Allure 123rd year of Ascendancy at 21:17 see stats
By Loki "The Trickster God" the Lich Adventurer level 33
56th Regrowth 123rd year of Ascendancy at 18:25 see stats
By Loki "The Trickster God" the Lich Adventurer level 29
34th Regrowth 123rd year of Ascendancy at 13:57 see stats
By Loki "The Trickster God" the Lich Adventurer level 35
2nd Pyre 123rd year of Ascendancy at 18:51 see stats
By Loki "The Trickster God" the Lich Adventurer level 48
65th Dusk 123rd year of Ascendancy at 07:08 see stats
By Loki "The Trickster God" the Cornac Adventurer level 12
29th Haze 122nd year of Ascendancy at 18:33 see stats
By Loki "The Trickster God" the Cornac Adventurer level 23
73rd Haze 122nd year of Ascendancy at 08:43 see stats
By Loki "The Trickster God" the Cornac Adventurer level 15
47th Haze 122nd year of Ascendancy at 12:59 see stats
By Loki "The Trickster God" the Cornac Adventurer level 23
71st Haze 122nd year of Ascendancy at 02:34 see stats
By Loki "The Trickster God" the Cornac Adventurer level 14
35th Haze 122nd year of Ascendancy at 11:19 see stats
By Loki "The Trickster God" the Lich Adventurer level 43
25th Dusk 123rd year of Ascendancy at 20:00 see stats
Log
You gain 0.58 gold from the melting of teleportation rune (range 58).
You gain 2.06 gold from the melting of shielding rune of the duelist (absorb 445 for 7 turns).
You gain 2.61 gold from the melting of shielding rune of the duelist (absorb 629 for 6 turns).
You gain 3.60 gold from the melting of phase door rune of the titan (range 15; power 45; dur 7).
You gain 3.30 gold from the melting of phase door rune of the sneak (range 16; power 54; dur 6).
You gain 3.10 gold from the melting of phase door rune of the duelist (range 20; power 46; dur 7).
You gain 3.20 gold from the melting of phase door rune (range 14; power 40; dur 7).
You collect a new ingredient: stack of herbs (bilberry) (5).
You gain 1.89 gold from the melting of regeneration infusion (heal 464 over 5 turns).
You gain 4.97 gold from the melting of medical injector implant (efficiency 179% / cooldown 82%).
There is a next level here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 31 turns (stop reason: at exit).
--------------------------------
There is a Backdoor to the Vor Armoury 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.
Loki "The Trickster God" deactivates Tempest of Metal.
Loki "The Trickster God" deactivates Overheat Saws.
Loki "The Trickster God" deactivates Hardened Core.
Loki "The Trickster God" deactivates Beyond the Flesh.
Loki "The Trickster God" deactivates Arcane Combat.
Loki "The Trickster God" deactivates Blurred Mortality.
Loki "The Trickster God" deactivates Arcane Power.
Loki "The Trickster God" deactivates Arcane Feed.
Loki "The Trickster God" deactivates Dark Ritual.
Loki "The Trickster God" deactivates Elemental Harmony.