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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. Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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. 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. 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. 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 | 34 / 4% |
Size | medium |
Lifes / Deaths | Killed by Loki "The Trickster God" at level 30 on the 68th Regrowth 123rd year of Ascendancy at 09:08 6 / 1 |
Primary Stats
Strength | 84.0236 (base 12) |
Dexterity | 20.5576 (base 12) |
Constitution | 28 (base 12) |
Magic | 93.2984 (base 47) |
Willpower | 76 (base 60) |
Cunning | 59.4872 (base 34) |
Resources
Steam | 100/100 |
Mana | 558/558 |
Equilibrium | 20 |
Vim | 214/214 |
Life | 3377/3377 |
Positive | 119/119 |
Stamina | 326/326 |
Psi | 166/166 |
Healing Factor | 1.1363636363636 |
Regeneration | 0.2840909090909 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 2 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 143 |
Accuracy | 78 |
Crit Chance | 32% |
APR | 41 |
Speed | 1.00 |
Offense: Offhand
Damage | 73 |
Accuracy | 78 |
Crit Chance | 32% |
APR | 32 |
Speed | 1.00 |
Offense: Spell
Spellpower | 61 |
Crit Chance | 26% |
Speed | 1 |
Offense: Mind
Mindpower | 45 |
Crit Chance | 26% |
Speed | 1 |
Offense: Damage Bonus
Nature | +6% |
Physical | +34% |
Fire | +11% |
All | 0% |
Offense: Damage Penetration
Physical | +9% |
Darkness | +5% |
Fire | +20% |
Mind | +8% |
Defense: Base
Armour (hardiness) | 110.62248030008 (88.781647058824%) |
Defense | 47 |
Ranged Defense | 47 |
Fatigue | 48 |
Physical Save | 51 |
Spell Save | 66 |
Mental Save | 81 |
Defense: Resistances
Acid | + 53%( 85%) |
Blight | + 62%( 85%) |
Arcane | + 43%( 85%) |
Cold | + 37%( 85%) |
All | + 37%( 85%) |
Darkness | + 59%( 85%) |
Light | + 55%( 85%) |
Temporal | + 57%( 85%) |
Lightning | + 78%( 85%) |
Physical | + 44%( 85%) |
Fire | + 85%( 85%) |
Nature | + 60%( 85%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 73% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Silence Resistance | 26% |
Bleed Resistance | 100% |
Disarm Resistance | 98% |
Pinning Resistance | 0% |
Instadeath Resistance | 100% |
Knockback Resistance | 92% |
Inscriptions (3/3)
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 174% efficiency and cooldown mod of 85%. Its effects scale with your Magic stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 89%. Its effects scale with your Constitution stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.5 steam per turn. Can be activated for an instant burst of 77 steam. Its effects scale with your Magic stat. |
Class Talents
Celestial / Star fury | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Butchery | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Demonic pact | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Doom shield | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Psionic / Body snatcher | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Possession | 1.40 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 7/5 |
| 4/5 |
| 0/5 |
| 10/5 |
| 4/5 |
| 4/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 3/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
talent | Tempest of Metal |
talent | Arcane Combat |
talent | Chant of Fortitude |
talent | Fiery Hands |
talent | Weapon of Light |
talent | Overheat Saws |
talent | Elemental Harmony |
talent | Hardened Core |
talent | Blurred Mortality |
talent | Beyond the Flesh |
beneficial effect | You use the body of one of your fallen victims. Assume Form |
Quests
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 |
You failed to protect the lost anorithil from death by Adorikira the greater faeros. Escort: lost anorithil (level 1 of Daikara) | failed |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
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 fire dragon that dwelled there. | 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 Shade. | 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 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: 213. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed vial of elder vampire blood. * You've found the needed red crystal shard. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed pouch of bone giant dust. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed vial of wight ectoplasm. * You've found the needed vampire lord fang. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed vial of squid ink. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | active |
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! | active |
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 within8 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() 3.0 T4 steamsaw 1H weapon [Random Unique] Arcane/Master/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 +68 Uses 1.0 Steam While equipped: Stats +3 Mag +4 Con dps ---------- Dmg.mod +9% physical Res.pen +9% physical Apr +8 On Melee Ret: * 26% chance to blind ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Resists +23% lightning +2% physical +14% light +3% darkness Phys.save +9 (+3 eff.) Silence- +10% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Talents +4 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! |
Quiver | ![]() 3.0 T2 shot ammo [Ego+] Master Power 142% Range: 1.2x Uses 50% Mag, 120% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +6 Crit +8.5% Capacity 15 Proj.spd +200% Shots are used with slings to pummel your foes to death. |
On hands | ![]() 1.0 T3 hands armor [Rare] Psionic While equipped: dps ---------- Acc +7 (+2 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +2 Resists +6% blight +3% acid Phys.save +7 (+3 eff.) Spell.save +48 (+12 eff.) Mind.save +7 (+2 eff.) Disarm- +118% ---------- misc Talents +4 Iron Grip Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | ![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 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 139.22 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 139.22 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 | ![]() 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 +25 (+5 eff.) ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+3 eff.) ---------- misc Light +7 Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On feet | ![]() 3.0 T3 feet armor [Random Unique] Arcane/Master While equipped: dps ---------- Res.pen +10% fire ----- def ----- Armour +9 Fatigue +3% Resists +14% fire +5% arcane +7% cold Silence- +25% Confus- +26% Stun/Frz- +28% ---------- misc Infravis +2 Talents +3 Rocket Boots Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Phys.crit +6.0% Phys.pwr +2 (+1 eff.) Dmg.mod +6% nature +3% physical ----- def ----- Armour +2 Resists +17% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Con dps ---------- Crit.mult +3.00% Acc +9 (+2 eff.) Apr +9 ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue -5% Phys.save +16 (+6 eff.) ---------- misc Max.enc +21 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 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 73% 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. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+2 eff.) Confus- +22% Rings can have magical properties. |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +16% lightning +5% arcane +9% blight Mind.save +30 (+6 eff.) Blind- +25% Disease- +25% Cut- +10% Confus- +15% Stun/Frz- +38% Amulets can have magical properties. |
In main hand | ![]() 3.0 T3 steamsaw 1H weapon [Random Unique] Arcane/Steamtech Power 135% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +23 Crit +3.0% Atk.spd 100% Block +50 Phasing +27% Melee+ +11 blight On Hit: 10% Epidemic 3 On Hit: * 13% chance to disease Uses 1.0 Steam While equipped: dps ---------- Res.pen +10% fire Melee Ret 12 acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +3% fire +8% light +9% darkness Disease- +15% ---------- misc Talents +5 Flame Bolts +2 Block On block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers 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 | ![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +12% physical ----- def ----- Defense +10 (+3 eff.) Resists +12% acid Stealth +7 Poison- +20% Disarm- +15% Stun/Frz- +35% A belt that goes around your waist. |
In off hand | ![]() 3.0 T3 steamsaw 1H weapon [Ego] Nature/Steamtech Power 139% 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 +46 Melee+ +7 nature +10 temporal Uses 1.0 Steam While equipped: dps ---------- Melee+ 7 cold Melee Ret 13 ice ----- 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! |
Cloak | ![]() 2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +30% lightning +10% cold Spell.save +5 (+2 eff.) Mind.save +5 (+1 eff.) Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +20 Hardiness +20% Defense +10 (+3 eff.) Fatigue +20% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Spit a cloud of flames, doing 31.58 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 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 151% efficiency and cooldown mod of 64%. Its effects scale with your Dexterity stat. 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 1.0 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 151% efficiency and cooldown mod of 58%. 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 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 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 207% efficiency and cooldown mod of 91%. Its effects scale with your Cunning stat. 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 1.0 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 168% efficiency and cooldown mod of 54%. Its effects scale with your Magic stat. 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 21 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. Its effects scale with your Cunning stat. 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 20 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.2 steam per turn. Can be activated for an instant burst of 51 steam. Its effects scale with your Cunning stat. 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 24 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 6.7 steam per turn. Can be activated for an instant burst of 33 steam. Its effects scale with your Constitution stat. 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 31 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 11.6 steam per turn. Can be activated for an instant burst of 58 steam. Its effects scale with your Magic 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 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 236 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 222 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 346 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 20% for 5 turns. Also removes cross-tier effects of the affected types for free. 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 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 21% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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 [Normal] 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 647% for 10 turns and instantly restoring 32 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 12. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 31%, your defense is increased by 31 and all your resistances by 31%. 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 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 28%, your defense is increased by 28 and all your resistances by 28%. 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 12. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 37%, your defense is increased by 37 and all your resistances by 37%. 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. |
![]() 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 Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 305 damage for 4 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. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 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 392 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. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 143 with a minimum range of 15. 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 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 132 with a minimum range of 15. 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. |
![]() 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 454.00 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 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 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% arcane Res.pen +25% arcane ----- def ----- Resists +22% fire +5% arcane +12% cold Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 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 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning ----- def ----- Resists +15% lightning +6% light +16% fire +6% nature +22% cold Phys.save +9 (+3 eff.) Spell.save +30 (+8 eff.) Die.at -60.00 life Knockbk- +10% Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Con +4 Wil ----- def ----- Armour +4 Resists +14% lightning +6% acid Pinning- +25% Stun/Frz- +36% ---------- misc Telepathy Demon/Minor Demon/Major Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Dex +9 Cun +5 Con +9 Lck dps ---------- Mov.spd +10% Dmg.mod +6% darkness Res.pen +5% darkness Acc +9 (+2 eff.) On Hit (Melee): * 20% chance to disease * 30% chance to inflict 15% damage reduction ----- def ----- Defense +10 (+3 eff.) Fatigue -6% Unseen.red 13% HP.reg +0.60 ---------- misc Stam/turn +0.60 Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Con dps ---------- Melee Ret 16 light ----- def ----- Resists +12% cold +9% darkness +5% arcane Spell.save +11 (+3 eff.) ---------- misc Max.stam +11.00 Light +3 Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Psionic While equipped: dps ---------- Dmg.mod +11% mind ----- def ----- Resists +11% mind Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+1 eff.) Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+1 eff.) ----- def ----- HP.reg +1.20 Stun/Frz- +22% Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% nature ----- def ----- Fatigue -5% Resists +20% nature ---------- misc Max.enc +23 Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +11% light ----- def ----- Defense +4 (+1 eff.) Resists +22% light Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Dex +4 Mag dps ---------- Dmg.mod +15% lightning Res.pen +15% lightning +15% mind ----- def ----- Fatigue -10% Max.HP +29.00 Disarm- +32% Pinning- +32% Knockbk- +28% ---------- misc Infravis +3 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: ----- def ----- Resists +2% physical Phys.save +6 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+2 eff.) Blind- +15% ---------- misc Vim/s.crit +1.00 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 (+3 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.0 Pwr.cost 40 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 27 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] Master While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.crit +2% ----- def ----- Mind.save +15 (+3 eff.) Max.HP +26.00 Disarm- +27% Pinning- +27% Knockbk- +27% ---------- misc Max.hate +6.00 See.Invis +6 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +2 Cun +2 Mag dps ---------- Dmg.mod +12% light Res.pen +20% physical ----- def ----- Armour +10 Resists +24% light +4% physical Heal.mod +10% Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Mind.crit +4% Mind.pwr +4 (+1 eff.) Melee+ 25 light Ranged+ 35 light Dmg.mod +18% mind Melee Ret 12 mind On Hit (Melee): * 18% chance to blind On Hit (Ranged): * 25% chance to blind ----- def ----- Mind.save +30 (+6 eff.) ---------- misc Equi/ret +0.08 Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +12% acid ----- def ----- Resists +24% acid Phys.save +4 (+2 eff.) Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-1 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
![]() 5.0 T1 staff 2H weapon [Unique] Arcane Power 121% 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 (+1 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 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 173.91 physical damage to all targets in line, and inflicting bleeding for another 86.95 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 T2 staff 2H weapon [Unique] Arcane Power 134% Range: 1.2x Uses 160% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+3 eff.) Dmg.mod +15% light +15% physical +15% darkness +15% temporal ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
![]() 3.0 T2 battleaxe 2H weapon [Rare] Psionic Power 140% Range: 1.5x Uses 120% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% 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 +6 Str +7 Mag dps ---------- Dmg.mod +24% blight ----- def ----- Resists +6% blight Massive two-handed battleaxes. |
![]() 3.0 T3 battleaxe 2H weapon [Unique] Master Power 174% 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 (+3 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. |
![]() 5.0 T1 greatmaul 2H weapon [Unique] Master Power 150% 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 20 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! |
![]() 5.0 T2 greatmaul 2H weapon [Unique] Nature/Disrupt Power 152% Range: 1.5x Uses 120% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +4.0% Atk.spd 100% Melee+ +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con dps ---------- Dmg.mod +25% nature ----- def ----- Spell.save +15 (+4 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
![]() 3.0 T3 greatsword 2H weapon [Unique] Arcane Power 170% 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 56% 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 T5 greatsword 2H weapon [Unique] Master Power 182% Range: 1.6x Uses 120% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +22 Crit +10.0% Atk.spd 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con ---------- misc Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
![]() 3.0 T3 longsword 1H weapon [Random Unique] Arcane/Master/Psionic Power 144% Range: 1.4x Uses 100% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +11 temporal 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: 23 bleeding, 72% reduced healing While equipped: Stats +7 Cun dps ---------- Phys.crit +8.0% Phys.pwr +7 (+2 eff.) Melee Ret 11 temporal ----- def ----- Resists +10% temporal Crit.dmg- 10.00% Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon [Ego++] Arcane/Psionic Power 154% Range: 1.4x Uses 100% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% 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) * Random elemental explosion While equipped: dps ---------- Res.pen +11% acid +11% fire +12% lightning +15% cold Sharp, long, and deadly. |
![]() 3.0 T1 waraxe 1H weapon [Unique] Arcane Power 137% Range: 1.4x Uses 100% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight On Hit: 10% Greater Weapon Focus 2 While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
![]() 3.0 T3 waraxe 1H weapon Reqs Dex 24 [Unique] Nature/Master Power 154% Range: 1.4x Uses 100% Wil, 50% Mag Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +7.0% Atk.spd 100% Dmg.conv 50% ice On Hit: 15% Ice Breath 2 While equipped: dps ---------- Res.pen +20% cold ----- def ----- Armour +20 Ice.pen +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
![]() 1.0 T1 dagger 1H weapon [Unique] Arcane Power 129% Range: 1.3x Uses 45% Wil, 50% Mag, 55% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+4 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 1.0 T2 dagger 1H weapon [Unique] Master Power 144% Range: 1.3x Uses 35% Wil, 50% Mag, 55% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 137% Range: 1.3x Uses 45% Wil, 50% Mag, 45% Cun Dmg Physical Mastery Dagger Mastery 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 [Ego+] Psionic Power 125% Range: 1.3x Uses 45% Wil, 50% Mag, 45% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 darkness Against +7% Living On Hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Random Unique] Arcane/Master/Psionic Power 143% Range: 1.3x Uses 45% Wil, 45% Cun, 50% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +5 fire On Hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On Crit: * cripple the target While equipped: dps ---------- Phys.crit +6.0% Apr +1 ----- def ----- Phys.save +20 (+7 eff.) Die.at -60.00 life Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 129% Range: 1.3x Uses 50% Mag, 100% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 144% Range: 1.3x Uses 50% Mag, 100% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+5 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 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 (+3 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+2 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 T1 steamsaw 1H weapon [Rare] Nature/Steamtech Power 121% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +10 Uses 1.0 Steam While equipped: Stats +3 Mag +2 Wil +2 Con dps ---------- Melee+ 5 cold Melee Ret 11 ice ----- def ----- Armour +2 Defense +2 (+0 eff.) Fatigue +4% Resists +15% acid +12% lightning ---------- 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 T1 steamsaw 1H weapon [Ego] Nature/Steamtech Power 121% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +8 Uses 1.0 Steam While equipped: dps ---------- Melee+ 5 cold Melee Ret 11 ice ----- def ----- Armour +2 Defense +2 (+0 eff.) Fatigue +4% ---------- 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] Nature/Steamtech Power 130% 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 +23 Melee+ +8 lightning Uses 1.0 Steam While equipped: dps ---------- Melee+ 7 fire Melee Ret 11 fire On Hit (Melee): * 30% chance to daze at end of turn * 30% chance to blind ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% Resists +15% light ---------- 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] Nature/Steamtech Power 126% 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+ +24 insidious poison +12 acid On Hit: * Slows global speed by 20% Uses 1.0 Steam While equipped: dps ---------- On Hit (Melee): * Slows global speed by 15% ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% Resists +6% nature +6% acid ---------- 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 129% 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 +23 On Hit.r1 +8 nature Uses 1.0 Steam While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% Resists +12% lightning +9% light +3% fire +13% mind +15% nature ---------- 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] Nature/Steamtech Power 130% 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 +20 Uses 1.0 Steam While equipped: Stats +2 Str +2 Mag +2 Wil +2 Con dps ---------- Melee+ 7 cold Dmg.mod +9% mind Melee Ret 12 ice ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% ---------- misc Equi/ret +0.12 Light +3 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 126% 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 +12 acid On Hit: * 40% chance to corrode armour by 30% * 40% chance to daze at end of turn Uses 1.0 Steam While equipped: dps ---------- Res.pen +25% acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +11 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 127% 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: Stats +2 Con +5 Mag ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +2% Resists +3% cold +14% physical ---------- misc See.Invis +6 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 [Random Unique] Arcane/Master/Steamtech Power 126% 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 +23 On Hit.r1 +5 fire On Crit: * cripple the target Uses 1.0 Steam While equipped: Stats +2 Con dps ---------- Phys.crit +7.0% Phys.pwr +6 (+2 eff.) On Hit (Melee): * 10% chance to disease On Melee Ret: * 10% chance to corrode armour by 30% ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% Resists +10% acid ---------- 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] Nature/Steamtech Power 127% 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 Melee+ +16 acid +16 mind On Hit: * 40% chance to corrode armour by 30% Uses 1.0 Steam While equipped: dps ---------- Melee+ 7 cold Dmg.mod +15% acid +15% mind Melee Ret 13 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 T3 steamsaw 1H weapon [Unique] Arcane/Steamtech A part of set. Power 149% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Arcane Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +50 Uses 1.0 Steam While equipped: Stats +3 Wil +3 Con dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+3 eff.) Dmg.mod +10% arcane ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% ---------- misc Talents +4 Flame Bolts +2 Block Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 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! Transformed with the power of the Spellblaze. |
![]() 3.0 T3 steamsaw 1H weapon [Ego+] Master/Steamtech Power 134% 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 +54 Uses 1.0 Steam While equipped: dps ---------- Phys.crit +7.0% Crit.mult +13.00% Apr +8 ----- 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 T4 steamsaw 1H weapon [Ego] Arcane/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 +78 Melee+ +13 blight On Hit.r1 +5 fire On Hit: * 17% chance to disease Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% ---------- 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! |
![]() 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] Master While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+6 eff.) Rng.Def +10 (+3 eff.) Fatigue +30% ---------- misc Talents +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
![]() 7.0 T4 shield armor [Unique] Master While equipped: Stats +10 Con ----- def ----- Armour +4 Defense +14 (+4 eff.) Rng.Def +14 (+4 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 T4 shield armor [Ego+] Arcane While equipped: Stats +4 Con dps ---------- On Melee Ret: * 14% chance to corrode armour by 30% ----- def ----- Armour +2 Defense +10 (+3 eff.) Rng.Def +10 (+3 eff.) Fatigue +14% Resists +18% acid ---------- misc Talents +4 Block Handheld deflection devices. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) Dmg.mod +12% acid ----- def ----- Resists +18% acid Mind.save +16 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Arcane/Master While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+0 eff.) ----- def ----- Armour +3 Defense +3 (+1 eff.) Phys.save +17 (+6 eff.) Spell.save +16 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +15% acid +12% physical Phys.save +10 (+4 eff.) Send out a range 5 beam of kinetic energy, dealing 64.49 to 80.62 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 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 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+4 eff.) Resists +25% nature Phys.save +15 (+5 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.10 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+5 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+5 eff.) Resists +20% lightning Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
![]() 2.0 T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +9% Mind.pwr +20 (+7 eff.) Melee+ 35 mind 10% gloom effects Res.pen +20% all Melee Ret 35 mind 10% gloom effects ----- def ----- Defense +12 (+4 eff.) ---------- misc Psi/turn +0.20 Hate/m.crit +4.00 Psi/m.crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.10 Psionic/Solipsism +0.20 Cursed/Slaughter +0.20 Cursed/Punishments On Mind Hit: 8% Agony 2 On Mind Hit: 8% Hateful Whisper 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
![]() 9.0 T2 light armor [Random Unique] Arcane/Master While equipped: Stats +4 Cun +5 Dex dps ---------- Phys.crit +3.0% ----- def ----- Armour +8 Defense +6 (+2 eff.) Fatigue +7% Resists +19% acid +18% temporal ---------- misc Stam/turn +0.60 A suit of armour made of leather. |
![]() 9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+2 eff.) Rng.Def +4 (+1 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+5 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
![]() 9.0 T4 light armor [Random Unique] Arcane/Master While equipped: dps ---------- Melee+ 8 darkness Ranged+ 7 darkness Dmg.mod +3% acid +3% fire Res.pen +15% fire ----- def ----- Armour +7 Defense +4 (+1 eff.) Fatigue +8% Resists +24% acid +8% physical +13% darkness +15% fire +25% temporal Phys.save +16 (+6 eff.) Def/telep +19 Res/telep +24% Dur/telep +15% Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A suit of armour made of leather. |
![]() 14.0 T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+0 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 60 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 [Ego++] Nature/Master While equipped: Stats +5 Str +1 Wil dps ---------- Melee Ret 6 light ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +14% Resists +15% blight +6% physical +24% darkness ---------- misc Light +4 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 29 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 14.0 T3 heavy armor [Random Unique] Nature While equipped: dps ---------- Dmg.mod +9% acid +9% fire ----- def ----- Armour +11 Defense +3 (+1 eff.) Fatigue +16% Resists +18% acid +10% cold Max.HP +88.00 HP.reg +2.50 Heal.mod +18% ---------- misc Breathe water A suit of armour made of mail. |
![]() 14.0 T3 heavy armor [Rare] Master While equipped: dps ---------- Dmg.mod +18% nature ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +16% Resists +21% acid +6% blight +15% cold +6% lightning +6% fire A suit of armour made of mail. |
![]() 14.0 T3 heavy armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning On Hit (Melee): * 10 arcane resource burn * Slows global speed by 30% ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +16% Resists +15% cold +3% darkness +21% fire Spell.save +30 (+8 eff.) A suit of armour made of mail. |
![]() 14.0 T4 heavy armor [Random Unique] Nature/Master While equipped: Stats +5 Str +7 Mag +3 Wil +5 Con dps ---------- Melee Ret 11 light ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +14% Resists +19% blight +21% cold +26% darkness Max.HP +66.00 ---------- misc Light +1 Infravis +2 A suit of armour made of mail. |
![]() 17.0 T1 massive armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness ----- def ----- Armour +15 Defense +3 (+1 eff.) Fatigue +20% Resists +6% acid +6% cold +3% physical Mind.save +6 (+2 eff.) Blind- +35% Knockbk- +10% ---------- misc Breathe water A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor [Random Unique] Master/Psionic While equipped: Stats +2 Cun dps ---------- Res.pen +10% physical ----- def ----- Armour +21 Hardiness +0% Defense +10 (+3 eff.) Fatigue +17% Resists +15% lightning Phys.save +7 (+3 eff.) Mind.save +12 (+3 eff.) Blind- +15% Confus- +5% A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor [Random Unique] Master While equipped: Stats +2 Wil dps ---------- S.pwr/crit +4 ----- def ----- Armour +9 Hardiness +0% Defense +4 (+1 eff.) Fatigue +22% Resists +17% acid +5% physical +16% fire Phys.save +12 (+4 eff.) Spell.save +6 (+2 eff.) A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor [Random Unique] Arcane/Master While equipped: Stats +6 Con dps ---------- Melee+ 13 acid 11 fire Res.pen +25% fire Melee Ret 11 acid 10 fire On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +11 Defense +5 (+1 eff.) Fatigue +33% Resists +16% acid -13% light +25% fire +10% darkness +19% cold Phys.save +8 (+3 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+2 eff.) A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor [Rare] Master While equipped: Stats +7 Str dps ---------- Crit.mult +6.00% Phys.pwr +6 (+2 eff.) ----- def ----- Armour +17 Defense +11 (+3 eff.) Rng.Def +6 (+2 eff.) Fatigue +24% Resists +9% darkness +21% fire Phys.save +30 (+10 eff.) Die.at -60.00 life Heal.mod +15% A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +3% lightning Apr +1 On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +15 Defense +5 (+1 eff.) Fatigue +24% Resists +23% fire Phys.save +30 (+10 eff.) Heal.mod +10% A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor [Random Unique] Master/Psionic While equipped: Stats +9 Cun +9 Wil ----- def ----- Armour +25 Defense +5 (+1 eff.) Fatigue +24% Resists +6% mind +6% acid Mind.save +24 (+5 eff.) Poison- +15% Confus- +5% A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor [Rare] Master While equipped: Stats +7 Str dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Armour +11 Defense +5 (+1 eff.) Fatigue +24% Resists +13% darkness +8% physical Spell.save +20 (+5 eff.) ---------- misc Max.hate +10.00 Light +2 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 29 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor [Random Unique] Arcane/Master While equipped: Stats +8 Str dps ---------- Melee+ 16 acid 16 fire Res.pen +15% arcane Melee Ret 11 acid 14 physical 12 darkness 14 fire 8 arcane ----- def ----- Armour +13 Defense +7 (+2 eff.) Fatigue +26% Resists +24% acid +15% fire +25% darkness +10% physical ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 29 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +2 (+1 eff.) Dmg.mod +3% nature ----- def ----- Resists +18% acid +3% temporal +9% darkness +3% lightning Spell.save +6 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +6% physical Apr +2 ----- def ----- Resists +4% physical +6% fire +5% arcane +6% cold ---------- misc Max.stam +10.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Str ----- def ----- Armour +6 Resists +7% fire +21% cold Cut- +10% Silence- +15% Teleport- +5% A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Disrupt While equipped: dps ---------- Dmg.mod +12% mind ----- def ----- Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Resists +5% acid +1% physical +6% blight Silence- +10% Confus- +10% Stun/Frz- +20% A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +6 Con dps ---------- Phys.crit +5.0% Crit.mult +9.00% Phys.pwr +4 (+1 eff.) Mind.pwr +5 (+2 eff.) Res.pen +20% blight ----- def ----- Resists +10% fire +6% cold Mind.save +8 (+2 eff.) ---------- misc Light +2 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +2 Cun +4 Wil ----- def ----- Resists +7% acid +8% cold +8% fire +6% mind +7% lightning Heal/summ +20 ---------- misc Equi/ret +0.20 Max.hate +6.00 Telepathy Dragon A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Disrupt/Master While equipped: Stats +4 Dex +4 Cun +5 Lck ----- def ----- Resists +8% acid +7% blight Stealth +7 ---------- misc T.Disarm +10 Infravis +4 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness +12% fire Res.pen +25% darkness Melee Ret 8 darkness ----- def ----- Defense +1 (+0 eff.) Resists +6% darkness +18% fire Max.HP +34.00 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 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% nature Res.pen +5% physical ----- def ----- Defense +1 (+0 eff.) Phys.save +12 (+4 eff.) Max.HP +31.00 Heal.mod +5% 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 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Dex +2 Con dps ---------- Res.pen +10% mind ----- def ----- Defense +1 (+0 eff.) Resists +9% fire +15% light +6% darkness Spell.save +18 (+5 eff.) ---------- misc Stam/turn +0.50 Mana/turn -0.14 Masteries +0.30 Technique/Combat training 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 [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Defense +2 (+0 eff.) Resists +12% blight +6% cold +3% light +9% temporal Spell.save +3 (+1 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 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +7 Dex +4 Cun dps ---------- Crit.mult +9.00% Dmg.mod +9% physical Acc +3 (+1 eff.) Apr +5 Melee Ret 16 nature ----- def ----- Armour +4 Defense +2 (+0 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 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +7% darkness Res.pen +8% darkness On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Defense +2 (+0 eff.) Resists +6% acid +4% physical +15% darkness Stealth +14 Max.HP +50.00 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] Master While equipped: Stats +3 Str +2 Wil +2 Cun ----- def ----- Armour +1 Fatigue -3% ---------- misc Stam/turn +0.40 Max.stam +10.00 Light +3 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego] Master While equipped: Stats +6 Lck +3 Dex ----- def ----- Armour +1 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Fatigue +1% Stealth +6 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +10 Lck +3 Dex dps ---------- On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Armour +3 Fatigue +3% Resists +15% mind +12% lightning Stealth +8 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 20 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 [Rare] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +10% lightning +11% temporal +15% mind +5% arcane Crit.dmg- 10.00% Phys.save +9 (+3 eff.) Heal.mod +10% Silence- +10% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.stam +15.00 A pair of boots made of leather. |
![]() 3.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% fire Res.pen +5% mind ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal +9% mind +3% fire 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 Str dps ---------- Crit.mult +6.00% Res.pen +25% physical ----- def ----- Armour +15 Fatigue +3% Resists +9% lightning Phys.save +32 (+10 eff.) Heal.mod +5% ---------- misc Infravis +3 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 Str +4 Con dps ---------- Crit.mult +25.00% Dmg.mod +9% mind ----- def ----- Armour +4 Fatigue +3% Mind.save +30 (+6 eff.) ---------- misc Telepathy Demon/Minor Demon/Major Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T3 hands armor [Rare] Psionic While equipped: Stats +3 Str dps ---------- Dmg.mod +15% physical ----- def ----- Armour +4 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Phys.save +6 (+2 eff.) HP.reg +1.80 ---------- misc Stam/turn +0.90 Max.stam +15.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T3 hands armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Acc +14 (+3 eff.) ----- def ----- Armour +2 Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Spell.save +20 (+5 eff.) Mind.save +6 (+2 eff.) Poison- +30% Cut- +20% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T3 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 10 fire Dmg.mod +15% darkness +6% fire Melee Ret 12 arcane ----- def ----- Armour +2 Resists +5% arcane +8% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T3 hands armor [Ego] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Armour +2 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +1% Mind.pwr +4 (+1 eff.) ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+1 eff.) Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() 1.5 T1 hands armor [Rare] Psionic While equipped: Stats +2 Dex +1 Wil +2 Cun +2 Con dps ---------- Acc +6 (+1 eff.) ----- def ----- Armour +1 Crit.dmg- 5.00% Phys.save +5 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +22% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T3 hands armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +2 Resists +3% darkness +3% lightning HP.reg +3.30 ---------- misc Stam/turn +0.60 Psi/turn +0.15 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * Slows global speed by 30% * 20 arcane resource burn ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +12% temporal +3% light +12% cold Spell.save +3 (+1 eff.) A hat made of leather. Very stylish. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Acc +6 (+1 eff.) Melee Ret 6 physical ----- def ----- Armour +1 Fatigue +1% Resists +3% blight +1% physical +12% lightning Pinning- +15% Skullcracker: Puts all charms on 20 cooldown Level 3.6 Pwr.cost 20 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 952.1 Physical damage. If the attack hits, the target is confused (33% 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 T3 head armor [Ego] Nature/Master While equipped: Stats +7 Str dps ---------- Acc +0 (+0 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +12% light +13% darkness ---------- misc Light +0 A hat made of leather. Very stylish. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Dex dps ---------- Crit.mult +12.00% Dmg.mod +3% darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +1 Fatigue +1% Resists +11% light +10% darkness A hat made of leather. Very stylish. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +15% temporal Res.pen +5% darkness On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +1 Fatigue +1% Resists +9% temporal A hat made of leather. Very stylish. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +12% mind Res.pen +5% mind ----- def ----- Armour +1 Fatigue +1% Resists +15% mind +6% fire A hat made of leather. Very stylish. |
![]() 2.0 T1 head armor [Rare] Master While equipped: dps ---------- Melee Ret 4 acid ----- def ----- Armour +1 Fatigue +1% Resists +6% acid +15% blight +5% fire +3% nature +6% cold A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +5 Str dps ---------- Phys.crit +1.0% Dmg.mod +3% physical Apr +7 ----- def ----- Armour +1 Fatigue +1% Resists +11% light +11% darkness ---------- misc Stam/turn +0.60 A cap made of leather. |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +4 Dex ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Psionic While equipped: Stats +4 Dex +4 Mag +3 Wil +7 Cun +4 Con dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +6% darkness Crit.dmg- 15.00% A cap made of leather. |
![]() 2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +7 Str +2 Wil dps ---------- Dmg.mod +6% nature +3% fire Res.pen +10% fire Melee Ret 7 physical 4 fire On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +3 Fatigue +3% Resists +3% fire +14% light +12% darkness Mind.save +8 (+2 eff.) ---------- misc Light +2 Skullcracker: Puts all charms on 20 cooldown Level 3.6 Pwr.cost 20 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 952.1 Physical damage. If the attack hits, the target is confused (33% 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 T3 head armor [Rare] Master While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +27% blight +27% fire Melee Ret 16 blight 20 fire ----- def ----- Armour +3 Fatigue +3% Resists +12% fire A hat made of leather. Very stylish. |
![]() 3.0 T1 head armor [Rare] Master While equipped: ----- def ----- Armour +7 Fatigue +5% Resists +9% nature Phys.save +27 (+9 eff.) Poison- +10% Disease- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Crit.mult +6.00% Dmg.mod +27% light ----- def ----- Armour +13 Fatigue +5% Phys.save +12 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor [Ego] Nature While equipped: dps ---------- Acc +0 (+0 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +5% lightning +6% cold +6% temporal ---------- misc Light +0 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% Resists +11% light +11% darkness 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 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 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 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 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: Stats +9 Wil dps ---------- Mind.crit +2% Dmg.mod +7% mind Melee Ret 12 mind ----- def ----- Heal/summ +20 ---------- misc Max.psi +20.00 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 [Rare] Master While equipped: Stats +2 Cun +6 Dex dps ---------- Dmg.mod +9% darkness ----- def ----- Fatigue -4% ---------- misc Light +7 Infravis +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Master While equipped: Stats +1 Con dps ---------- Crit.mult +6.00% Res.pen +10% lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +6 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Resists +1% physical ---------- misc Light +5 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 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +6 Mag dps ---------- Spell.crit +4% S.pwr/crit +6 Melee Ret 8 blight On Hit (Melee): * 20% chance to disease ----- def ----- Phys.save +7 (+3 eff.) Heal.mod +16% ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 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 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +4 (+1 eff.) ---------- misc Light +4 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +70% ---------- misc Talents +2 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +12% lightning Stun/Frz- +20% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +24% lightning Stun/Frz- +40% Tinkers can be attached to normal items to improve them with steam power! |
powerful healing salve [power 368] powerful healing salve [power 368]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 174% efficiency and 85% cooldown modifier. Heal 368 Puts Talent Medical Injector on 15 cooldown 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 75 power out of 75/75 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +15% darkness Res.pen +15% lightning +25% darkness Melee Ret 8 darkness 12 lightning ----- def ----- Fatigue -5% Resists +6% 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 +1 Str dps ---------- Dmg.mod +9% acid Res.pen +10% acid Melee Ret 20 acid ----- def ----- Resists +9% acid +6% fire +6% 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 +2 Cun +1 Str dps ---------- Dmg.mod +3% darkness Acc +4 (+1 eff.) On Hit (Melee): * 30% chance to blind ----- def ----- Resists +9% light ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str dps ---------- Dmg.mod +18% darkness +15% temporal Res.pen +15% temporal Melee Ret 12 darkness ----- def ----- Resists +6% temporal ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Defense +5 (+1 eff.) Resists +7% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Random Unique] Master While equipped: Stats +9 Str +4 Dex +2 Con dps ---------- Phys.pwr +8 (+2 eff.) Mov.spd +10% ----- def ----- Fatigue -9% Resists +3% lightning +6% mind +5% arcane Disease- +10% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T5 injector tool [Unique] Arcane/Nature/Master/Psionic/Unknown/Steamtech While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Gain a random beneficial effect. Uses 30 power out of 30/30 A hypospray full of ...something. There is no telling what you're injecting yourself with. |
![]() 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. |
![]() 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 202 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 ---------- Mind.crit +1% Crit.mult +10.00% ----- def ----- Heal/summ +30 Silence- +10% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Hate/m.crit +1.00 Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 25 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +21% darkness +12% mind Res.pen +10% mind Melee Ret 8 mind ----- def ----- Resists +9% mind +12% darkness Fire a blast of psionic energies in a range 9 beam dealing 70.50 to 141.00 mind damage Puts all charms on 6 cooldown 100% to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Random Unique] Psionic While equipped: Stats +1 Con ----- def ----- Resists +6% temporal +3% cold ---------- misc Wards +1 physical +1 mind +2 darkness Talents +1 Ward Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 49 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 3 hate. 100% to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Phasing +40% ----- def ----- Resists +6% darkness Mind.save +30 (+6 eff.) ---------- misc Max.vim +50.00 Wards +2 physical +2 mind +2 darkness Talents +1 Ward Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 49 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When they found the perpetrators, they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Resists +6% acid +9% fire +6% light +9% temporal Spell.save +42 (+11 eff.) Remove up to 2 poisons or diseases from a target within range 9 (based on Willpower) Puts all charms on 10 cooldown 100% to regenerate 4 stamina. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Crit.mult +6.00% Dmg.mod +6% physical ----- def ----- Resists +2% physical Spell.save +18 (+5 eff.) Pinning- +5% Disarm traps (19 bonus disarm power, based on Magic) along a range 4 line Puts all charms on 15 cooldown 100% to regenerate 2 mana. 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 ---------- Spell.pwr +18 (+4 eff.) Res.pen +15% arcane Melee Ret 12 arcane ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +2.00 Vim/s.crit +5.00 Talents +3 Volcano Cooldown Volcano -2 Fire a bolt of a random element with (base) damage 148 to 295 Puts all charms on 10 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 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 +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 +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 +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 +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 +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. |
![]() 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 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Achievements
By Loki "The Trickster God" the Cornac Adventurer level 26
46th Regrowth 123rd year of Ascendancy at 14:24 see stats
By Loki "The Trickster God" the Lich Adventurer level 30
55th Pyre 123rd year of Ascendancy at 09:51 see stats
By Loki "The Trickster God" the Cornac Adventurer level 19
1st Allure 123rd year of Ascendancy at 03:06 see stats
By Loki "The Trickster God" the Cornac Adventurer level 26
43rd Regrowth 123rd year of Ascendancy at 13:45 see stats
By Loki "The Trickster God" the Cornac Adventurer level 26
46th Regrowth 123rd year of Ascendancy at 16:39 see stats
By Loki "The Trickster God" the Cornac Adventurer level 10
26th Haze 122nd year of Ascendancy at 18:58 see stats
By Loki "The Trickster God" the Cornac Adventurer level 20
8th Regrowth 123rd year of Ascendancy at 18:36 see stats
By Loki "The Trickster God" the Cornac Adventurer level 30
63rd Regrowth 123rd year of Ascendancy at 02:32 see stats
By Loki "The Trickster God" the Cornac Adventurer level 30
68th Regrowth 123rd year of Ascendancy at 09:08 see stats
By Loki "The Trickster God" the Lich Adventurer level 30
55th Pyre 123rd year of Ascendancy at 02:05 see stats
By Loki "The Trickster God" the Cornac Adventurer level 26
43rd Regrowth 123rd year of Ascendancy at 14:03 see stats
By Loki "The Trickster God" the Cornac Adventurer level 11
32nd Haze 122nd year of Ascendancy at 13:53 see stats
By Loki "The Trickster God" the Cornac Adventurer level 26
46th Regrowth 123rd year of Ascendancy at 14:24 see stats
By Loki "The Trickster God" the Cornac Adventurer level 15
43rd Haze 122nd year of Ascendancy at 19:22 see stats
By Loki "The Trickster God" the Cornac Adventurer level 27
55th Regrowth 123rd year of Ascendancy at 10:51 see stats
By Loki "The Trickster God" the Cornac Adventurer level 14
39th Haze 122nd year of Ascendancy at 22:19 see stats
Log
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You don't see how to get there...
Today is the 72nd Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:53.
--------------------------------
You don't see how to get there...
--------------------------------
Today is the 73rd Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:21.
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You don't see how to get there...
You don't see how to get there...
You don't see how to get there...
--------------------------------
Today is the 74th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:36.
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Loki "The Trickster God" deactivates Chant of Fortitude.
Loki "The Trickster God" deactivates Arcane Combat.
Loki "The Trickster God" deactivates Hardened Core.
Loki "The Trickster God" deactivates Beyond the Flesh.
Loki "The Trickster God" deactivates Blurred Mortality.
Loki "The Trickster God" deactivates Tempest of Metal.
Loki "The Trickster God" deactivates Elemental Harmony.
Loki "The Trickster God" deactivates Weapon of Light.
Loki "The Trickster God" deactivates Overheat Saws.
Loki "The Trickster God" deactivates Fiery Hands.