Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Better Item Description 1.6.6This 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 Possessor Bonus Class 1.6.6Donators/Buyers bonus! Embers of Rage 1.6.7Official 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:
Forbidden Cults 1.6.7Official 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 | Insane Roguelike |
Sex | Male |
Race | Yeek |
Class | Adventurer |
Level / Exp | 46 / 36% |
Size | small |
Lifes / Deaths | Killed by Greater Mummy Lord at level 46 on the 20th Pyre 123rd year of Ascendancy at 12:14 / 1 |
Primary Stats
Strength | 151 (base 24) |
Dexterity | 224 (base 45) |
Constitution | 138 (base 12) |
Magic | 103 (base 12) |
Willpower | 191 (base 60) |
Cunning | 188 (base 60) |
Resources
Hate | 100/100 |
Equilibrium | 20 |
Life | -69/1418 |
Stamina | 534/678 |
Psi | 35/542 |
Healing Factor | 1.6233766233768 |
Regeneration | 6.8993506493512 |
Speed
Mental | +60% |
Attack | +50% |
Movement | +313% |
Spell | 0% |
Global | +98.222644327042% |
Vision
Sight | 10 |
Lite | 4 |
See Invisible | 6 |
Offense: Barehand
Damage | 211 |
Accuracy | 94 |
Crit Chance | 105% |
APR | 31 |
Speed | 0.63 |
Offense: Spell
Spellpower | 23.5 |
Crit Chance | 54% |
Speed | 1 |
Offense: Mind
Mindpower | 82 |
Crit Chance | 57% |
Speed | 0.66666666666667 |
Offense: Damage Bonus
Acid | +34% |
Fire | +26% |
Nature | +32% |
Physical | +43% |
Mind | +22% |
All | +16% |
Offense: Damage Penetration
Physical | +25% |
All | 0% |
Arcane | +10% |
Mind | +15% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 52.5 (43.636363636364%) |
Defense | 74 |
Ranged Defense | 74 |
Fatigue | 18 |
Physical Save | 71.2 |
Spell Save | 65.2 |
Mental Save | 79 |
Defense: Resistances
Acid | + 25%( 70%) |
Blight | + 19%( 70%) |
Arcane | + 24%( 70%) |
Mind | + 25%( 70%) |
All | + 15%( 70%) |
Light | + 33%( 70%) |
Temporal | + 40%( 70%) |
Physical | + 28%( 70%) |
Fire | + 28%( 70%) |
Nature | + 42%( 70%) |
Defense: Immunities
Pinning Resistance | 50% |
Confusion Resistance | 75% |
Teleport Resistance | 20% |
Disarm Resistance | 50% |
Instadeath Resistance | 100% |
Silence Resistance | 17% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -892 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1826 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 983 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1270% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Artifice | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Rampage | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Psionic / Solipsism | 1.00 |
| 3/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Technique / Pugilism | 1.00 |
| 4/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Technique / Unarmed discipline | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Tactical | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Augmentation |
talent | Exploit Weakness |
talent | Striking Stance |
talent | Elemental Harmony |
talent | Beyond the Flesh |
beneficial effect | All stats increased by 64. Pain Enhancement System |
detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
beneficial effect | Countering melee attacks: Has a 37% chance to get an automatic counter attack when avoiding a melee attack. (2.9 counters remaining) Counter Attacking |
detrimental effect | Target is drenched with magical water, halving its stun resistance. Wet |
detrimental effect | An arcane vortex follows the target. Each turn a manathrust fires from it to a random foe in sight doing 109.84 arcane damage to all. If no foes are found the main target takes 50% more arcane damage this turn. If the target dies the remaining damage is dealt as a radius 2 ball of arcane. Arcane Vortex |
beneficial effect | The target is rampaging! (+313% movement speed, +50% attack speed, +50% mind speed, +37% physical damage, +18 physical save, +18 mental save, 0/50 damage shrugged off this turn) Rampaging |
detrimental effect | This creature has fallen into a solipsistic state and is caught up in its own egoic thoughts (-17% global speed). Solipsism |
detrimental effect | The target is infected by a disease, reducing its constitution by 18 and doing 66.25 blight damage per turn. Rotting Disease |
beneficial effect | The target is in the middle of a combo chain and has earned 1 combo points. 1 Combo |
detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 35. Intimidated |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | active |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Daikara. Escort: lost tinker (level 1 of Daikara) | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 of Dreadfell)As a reward you improved Cunning by +5. | done |
You have been tasked to remove at leastg one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 Shardskin. * 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 |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 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 | Unredunarig the Mirevice (64-102.4 power, 4 apr) Unredunarig the Mirevice (64-102.4 power, 4 apr)3.0 T5 greatsword 1H weapon [Random Unique] Nature/Master Power 64.0 - 102.4 Physical Uses 120% Wil Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: Stats +19 Str +28 Dex +19 Mag +16 Wil +19 Cun +23 Con dps ---------- Phys.crit +21.0% Crit.mult +49.00% Phys.spd +10% Dmg.mod +6% mind Acc +26 (+5 eff.) Apr +21 On Hit (Melee): * 23% chance to slow global speed by 73% ----- def ----- Resists +6% mind ---------- misc Light +2 Massive two-handed swords. |
Light source | Tuneg Tuneg2.0 T1 lite [Rare] Nature While equipped: dps ---------- Mind.crit +1% Crit.mult +15.00% On Hit (Melee): * 10 arcane resource burn * 10% chance to slow global speed by 73% ----- def ----- Resists +5% arcane Max.HP +41.00 ---------- misc Psi/ret +0.04 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | voratun helm 'Isota' (0 def, 5 armour) voratun helm 'Isota' (0 def, 5 armour)3.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +5 Str +8 Dex +7 Wil dps ---------- Phys.pwr +12 (+3 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +9% temporal +15% physical Phys.save +18 (+3 eff.) Mind.save +6 (+1 eff.) Max.HP +60.00 Confus- +10% Def/telep +17 Res/telep +17% Dur/telep +17% ---------- misc Stam/ret +2.60 Equi/ret +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Earurath the dwarven-steel pickaxe (dig speed 27 turns) Earurath the dwarven-steel pickaxe (dig speed 27 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str +11 Wil +3 Con dps ---------- Mind.crit +2% Crit.mult +20.00% Res.pen +15% mind Melee Ret 10 mind ----- def ----- Resists +6% acid ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Wheel of Fate Wheel of Fate0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +12 Cun +11 Wil dps ---------- Mind.pwr +19 (+4 eff.) Dmg.mod +16% nature Res.pen +10% arcane Melee Ret 10 arcane ----- def ----- Resists +32% nature +5% arcane Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | Falogen the stralite ring Falogen the stralite ring0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +13 (+3 eff.) Spell.pwr +9 (+2 eff.) Mind.pwr +13 (+3 eff.) Dmg.mod +6% all ----- def ----- Resists +6% mind Crit.dmg- 10.00% Spell.save +6 (+1 eff.) Max.HP +100.00 HP.reg +4.00 Teleport- +20% Rings can have magical properties. |
Around waist | Layurewe the Barklady Layurewe the Barklady1.0 T1 belt armor [Rare] Disrupt While equipped: Stats +4 Dex +1 Wil dps ---------- Dmg.mod +3% acid Res.pen +5% nature On Hit (Melee): * 20% chance to slow global speed by 73% ----- def ----- Resists +6% acid +5% blight ---------- misc See.Invis +3 A belt that goes around your waist. |
Main armor | Emelemira the voratun mail armour (5 def, 10 armour) Emelemira the voratun mail armour (5 def, 10 armour)14.0 T5 heavy armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Str +4 Mag +11 Wil +6 Cun +6 Con dps ---------- Crit.mult +10.00% ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +21% temporal Mind.save +25 (+5 eff.) Max.HP +75.00 ---------- misc Max.vim +20.00 A suit of armour made of mail. |
On feet | Steam Powered Boots (8 def, 15 armour) Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
On hands | Steam Powered Gauntlets (0 def, 12 armour) Steam Powered Gauntlets (0 def, 12 armour)1.5 T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Wil, 80% Cun Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 100% Gauntlets. But with steam power! |
Cloak | Belalen the elven-silk cloak (10 def, 0 armour) Belalen the elven-silk cloak (10 def, 0 armour)2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Str +1 Dex +4 Mag +6 Con dps ---------- Phys.crit +4.0% Phys.pwr +5 (+1 eff.) Melee Ret 8 blight ----- def ----- Defense +10 (+3 eff.) Fatigue -3% Resists +21% light +15% fire Phys.save +10 (+2 eff.) Stealth +11 Max.HP +90.00 ---------- misc See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Hudunandil the gold amulet Hudunandil the gold amulet0.1 T3 amulet jewelry [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Phys.crit +2.0% Crit.mult +20.00% Mind.pwr +7 (+1 eff.) Dmg.mod +15% acid Res.pen +25% physical Melee Ret 4 acid ----- def ----- Mind.save +11 (+2 eff.) Confus- +13% ---------- misc Stam/turn +2.00 Max.stam +20.00 Amulets can have magical properties. |
Inventory
medical injector implant of the psychic (efficiency 215% / cooldown 79%) medical injector implant of the psychic (efficiency 215% / cooldown 79%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 215% efficiency and cooldown mod of 79%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 227% / cooldown 94%) medical injector implant of the titan (efficiency 227% / cooldown 94%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 227% efficiency and cooldown mod of 94%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 26) steam generator implant of the duelist (steam 26)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 26.3 steam per turn. Can be activated for an instant burst of 132 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 17) steam generator implant of the titan (steam 17)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 16.9 steam per turn. Can be activated for an instant burst of 84 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 29%; reduction 5; dur 4; cd 18) Primal Infusion (affinity 29%; reduction 5; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 29% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 5 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
Rune of Dissipation ( ) Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (914.00 temporal damage, removed from time 4 turns) Rune of the Rift (914.00 temporal damage, removed from time 4 turns)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 1060.24 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune (damage 226; dur 4; cd 23) biting gale rune (damage 226; dur 4; cd 23)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 226.20 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 290; cd 16) shatter afflictions rune of the sneak (absorb 290; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 290 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Ablative Armour schematic: Ablative Armour0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Acid Groove 2 schematic: Acid Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Air Recycler 7 schematic: Air Recycler0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Alchemist's Helper 2 schematic: Alchemist's Helper0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell schematic: Antimagic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Armour Reinforcement 6 schematic: Armour Reinforcement0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Back Support 7 schematic: Back Support0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Black Light Emitter 5 schematic: Black Light Emitter0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Botanical Shell schematic: Botanical Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Brain Flare schematic: Brain Flare0.1 T1 schematic scroll Reqs Create Tinker [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Corrosive Shell 4 schematic: Corrosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating schematic: Crystal Plating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Deflection Field 6 schematic: Deflection Field0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Explosive Shell 3 schematic: Explosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fatal Attractor 2 schematic: Fatal Attractor0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Fiery Salve 8 schematic: Fiery Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fireproof Coating 2 schematic: Fireproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Flash Powder 7 schematic: Flash Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Focus Lens 4 schematic: Focus Lens0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Frost Salve 5 schematic: Frost Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fungal Web 3 schematic: Fungal Web0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Grounding Strap 2 schematic: Grounding Strap0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hand Cannon schematic: Hand Cannon0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Headlamp 4 schematic: Headlamp0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Healing Salve 5 schematic: Healing Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell schematic: Hook Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Incendiary Groove schematic: Incendiary Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Iron Grip 5 schematic: Iron Grip0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Itching Powder 3 schematic: Itching Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Kinetic Stabiliser 2 schematic: Kinetic Stabiliser0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Lightning Coil 3 schematic: Lightning Coil0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Magnetic Shell 3 schematic: Magnetic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mana Coil 2 schematic: Mana Coil0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental Stimulator 2 schematic: Mental Stimulator0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Moss Tread 7 schematic: Moss Tread0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Pain Suppressor Salve 2 schematic: Pain Suppressor Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Poison Groove 2 schematic: Poison Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Power Distributor schematic: Power Distributor0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
11 schematic: Razor Edge 11 schematic: Razor Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket Boots 2 schematic: Rocket Boots0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Rustproof Coating 4 schematic: Rustproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Saw Projector 7 schematic: Saw Projector0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Saw Shell 5 schematic: Saw Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Second Skin 5 schematic: Second Skin0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge schematic: Shocking Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Shocking Touch 3 schematic: Shocking Touch0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Silver Filigree 2 schematic: Silver Filigree0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Solid Shell 4 schematic: Solid Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Spike Attachment 4 schematic: Spike Attachment0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spring Grapple 3 schematic: Spring Grapple0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Steamgun 6 schematic: Steamgun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Steamsaw 6 schematic: Steamsaw0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade schematic: Thunder Grenade0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Thunderclap Coating 3 schematic: Thunderclap Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Toxic Cannister Launcher 4 schematic: Toxic Cannister Launcher0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Toxic Shell 2 schematic: Toxic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Unstoppable Force Salve 3 schematic: Unstoppable Force Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Injector schematic: Viral Injector0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Viral Needlegun 2 schematic: Viral Needlegun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell schematic: Voltaic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Water Salve 3 schematic: Water Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Waterproof Coating 7 schematic: Waterproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: White Light Emitter schematic: White Light Emitter0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge schematic: Winterchill Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Betiba the Rainwrest Betiba the Rainwrest0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +17 Lck dps ---------- Dmg.mod +21% mind Res.pen +15% mind Acc +15 (+3 eff.) ----- def ----- Defense +15 (+4 eff.) Resists +18% acid +15% darkness +9% cold +6% arcane +21% lightning Spell.save +12 (+2 eff.) Unseen.red 17% Amulets can have magical properties. |
Daneth's Neckguard Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Earthen Beads Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 377 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
The Black Core The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
The Far-Hand The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (124). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 16). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Bloodcaller Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Elemental Fury Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
treant's voratun ring of fire (+9%) treant's voratun ring of fire (+9%)0.1 T5 ring jewelry [Ego+] Nature While equipped: dps ---------- Dmg.mod +17% fire ----- def ----- Resists +9% blight +34% fire +13% nature Poison- +28% Disease- +26% Rings can have magical properties. |
Crude Iron Battle Axe of Kroll (68-102 power, 7 apr) Crude Iron Battle Axe of Kroll (68-102 power, 7 apr)3.0 T4 battleaxe 2H weapon [Unique] Master Power 68.0 - 102.0 Physical Uses 130% Wil Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +10.0% Atk.spd 100% While equipped: Stats +2 Dex +2 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Defense +6 (+2 eff.) Stun/Frz- +30% Knockbk- +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
Icy Kill (35-45.5 power, 10 apr) Icy Kill (35-45.5 power, 10 apr)1.0 T4 dagger 1H weapon [Unique] Nature/Psionic Power 35.0 - 45.5 Physical Uses 45% Wil, 45% Cun Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Orc Feller (45-58.5 power, 11 apr) Orc Feller (45-58.5 power, 11 apr)1.0 T5 dagger 1H weapon [Unique] Master Power 45.0 - 58.5 Physical Uses 35% Wil, 55% Cun Acc+ +0.3% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +4 Cun +5 Dex dps ---------- Dmg.mod +8% light +10% physical ----- def ----- Pinning- +50% ---------- misc Light +1 Telepathy Humanoid/Orc During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
Sleetbender the voratun dagger (37.5-48.75 power, 9 apr) Sleetbender the voratun dagger (37.5-48.75 power, 9 apr)1.0 T5 dagger 1H weapon [Rare] Psionic Power 37.5 - 48.8 Physical Uses 45% Wil, 45% Cun Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +20 darkness +23 arcane Against +20% Living On Crit.r2 +23 cold While equipped: Stats +5 Wil dps ---------- Mind.crit +9% Crit.mult +23.24% Dmg.mod +12% arcane +18% blight ---------- misc Max.vim +50.00 Sharp, short and deadly. |
caustic stralite dagger of massacre (41.5-53.95 power, 9 apr) caustic stralite dagger of massacre (41.5-53.95 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Nature/Master Power 41.5 - 54.0 Physical Uses 45% Wil, 45% Cun Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +34 acid +22 nature While equipped: dps ---------- Res.pen +17% acid +21% nature Apr +8 Sharp, short and deadly. |
inquisitor's iron dagger of torment (10-13 power, 5 apr) inquisitor's iron dagger of torment (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Ego++] Disrupt/Psionic Power 10.0 - 13.0 Physical Uses 45% Wil, 45% Cun Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Deals 129 Manaburn damage and puts 1 random spell talent on cooldown for 6 turns (checks Confusion immunity) Sharp, short and deadly. |
manaburning voratun dagger of massacre (53-68.9 power, 9 apr) manaburning voratun dagger of massacre (53-68.9 power, 9 apr)1.0 T5 dagger 1H weapon [Ego] Disrupt/Master Power 53.0 - 68.9 Physical Uses 45% Wil, 45% Cun Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * 18 arcane resource burn Sharp, short and deadly. |
stralite dagger of crippling (27.5-35.75 power, 9 apr) stralite dagger of crippling (27.5-35.75 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Master Power 27.5 - 35.8 Physical Uses 45% Wil, 45% Cun Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Sharp, short and deadly. |
voratun dagger of crippling (37.5-48.75 power, 9 apr) voratun dagger of crippling (37.5-48.75 power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Master Power 37.5 - 48.8 Physical Uses 45% Wil, 45% Cun Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +13.0% Sharp, short and deadly. |
arcing stralite greatmaul of massacre (71.5-107.25 power, 3 apr) arcing stralite greatmaul of massacre (71.5-107.25 power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego] Arcane/Master Power 71.5 - 107.3 Physical Uses 120% Wil Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 37 damage Massive two-handed mauls. |
flaming stralite greatmaul of paradox (53.5-80.25 power, 3 apr) flaming stralite greatmaul of paradox (53.5-80.25 power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego] Arcane Power 53.5 - 80.3 Physical Uses 120% Wil Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +21 temporal On Hit.r1 +24 fire While equipped: ----- def ----- Resists +24% temporal Massive two-handed mauls. |
plaguebringer's stralite greatmaul (51-76.5 power, 3 apr) plaguebringer's stralite greatmaul (51-76.5 power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego+] Arcane Power 51.0 - 76.5 Physical Uses 120% Wil Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +23 blight On Hit: 20% Epidemic 4 On Hit: * 19% chance to reduce strength, dexterity, and constitution by 14 While equipped: ----- def ----- Disease- +31% Massive two-handed mauls. |
quick voratun greatmaul of amnesia (67-100.5 power, 4 apr) quick voratun greatmaul of amnesia (67-100.5 power, 4 apr)5.0 T5 greatmaul 2H weapon [Ego++] Master/Psionic Power 67.0 - 100.5 Physical Uses 120% Wil Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) While equipped: Stats +7 Dex dps ---------- Phys.spd +10% Acc +34 (+6 eff.) Massive two-handed mauls. |
stralite greatmaul 'Thunderfiend' (53.5-80.25 power, 3 apr) stralite greatmaul 'Thunderfiend' (53.5-80.25 power, 3 apr)5.0 T4 greatmaul 2H weapon [Rare] Arcane Power 53.5 - 80.3 Physical Uses 120% Wil Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +16 temporal +35 cold On Crit.r2 +20 lightning +16 mind While equipped: dps ---------- Dmg.mod +18% lightning +15% mind Res.pen +29% mind Melee Ret 10 light ----- def ----- Resists +15% temporal Massive two-handed mauls. |
Champion's Will (67-107.2 power, 22 apr) Champion's Will (67-107.2 power, 22 apr)3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 67.0 - 107.2 Physical Uses 115% Wil, 20% Con Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 27 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con ---------- misc Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 30 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
Dethblyd (70-112 power, 18 apr) Dethblyd (70-112 power, 18 apr)3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 70.0 - 112.0 Physical Uses 130% Wil, 10% Mag Acc+ +0.4% crit mult (max 40%) Apr +18 Crit +20.0% Atk.spd 100% HP.leech +5% On Hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. While equipped: Stats +10 Str +8 Mag +5 Con ---------- misc Cooldown Draining Assault -1 Abduction -1 Detonating Charge -1 Masteries +0.10 Corruption/Torture +0.20 Corruption/Brutality +0.20 Corruption/Wrath Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
elemental stralite greatsword of massacre (61.5-98.4 power, 3 apr) elemental stralite greatsword of massacre (61.5-98.4 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Arcane/Master Power 61.5 - 98.4 Physical Uses 120% Wil Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit: * Create an explosion dealing 37 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +21% lightning Res.pen +24% lightning Massive two-handed swords. |
elemental voratun greatsword of daylight (60.5-96.8 power, 4 apr) elemental voratun greatsword of daylight (60.5-96.8 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego+] Arcane Power 60.5 - 96.8 Physical Uses 120% Wil Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +20 light Against +34% Undead On Hit: * Create an explosion dealing 37 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +31% fire Res.pen +30% fire Massive two-handed swords. |
voratun greatsword 'Hellsdare' (62.5-100 power, 4 apr) voratun greatsword 'Hellsdare' (62.5-100 power, 4 apr)3.0 T5 greatsword 2H weapon [Rare] Arcane Power 62.5 - 100.0 Physical Uses 120% Wil Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit.r1 +46 fire While equipped: Stats +6 Cun +4 Wil dps ---------- Dmg.mod +15% mind +24% fire ----- def ----- Resists +6% arcane +24% fire ---------- misc Max.hate +11.62 Massive two-handed swords. |
Adyldavea the Singeslicer Adyldavea the Singeslicer4.0 T5 longbow 2H weapon Reqs Shoot [Rare] Arcane Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +26 fire While equipped: dps ---------- Crit.mult +23.24% Dmg.mod +39% fire Res.pen +20% fire Acc +15 (+3 eff.) ----- def ----- Armour +14 Defense +30 (+7 eff.) ---------- misc Reload +5 Longbows are used to shoot arrows at your foes. |
dragonbone longbow 'Islemida' dragonbone longbow 'Islemida'4.0 T5 longbow 2H weapon Reqs Shoot [Rare] Master Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +16 mind On Crit.r2 +23 mind While equipped: dps ---------- Phys.crit +23.0% Dmg.mod +33% mind Acc +23 (+4 eff.) ----- def ----- Resists +12% blight +12% nature +17% mind Silence- +23% Confus- +23% Longbows are used to shoot arrows at your foes. |
Eilinidhera (36-50.4 power, 5 apr) Eilinidhera (36-50.4 power, 5 apr)3.0 T4 mace 1H weapon [Rare] Master Power 36.0 - 50.4 Physical Uses 100% Wil Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Mag +9 Con dps ---------- Phys.pwr +13 (+3 eff.) Dmg.mod +24% mind +15% acid Res.pen +27% physical Apr +4 Melee Ret 12 physical ----- def ----- Resists +12% mind +15% acid Disarm- +25% ---------- misc Infravis +3 Blunt and deadly. |
Silubeth the Undeathnight (37.5-52.5 power, 5 apr) Silubeth the Undeathnight (37.5-52.5 power, 5 apr)3.0 T4 mace 1H weapon [Rare] Arcane Power 37.5 - 52.5 Physical Uses 100% Wil Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 37 damage While equipped: Stats +13 Mag +7 Wil +4 Cun dps ---------- Crit.mult +23.24% Dmg.mod +21% arcane Melee Ret 8 nature ----- def ----- Resists +15% fire Blunt and deadly. |
Amethyst of Sanctuary (15-16.5 power, 26 apr, mind damage) Amethyst of Sanctuary (15-16.5 power, 26 apr, mind damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic Power 15.0 - 16.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +26 Crit +6.0% Atk.spd 100% While equipped: Stats +8 Wil dps ---------- Mind.crit +7% Mind.pwr +14 (+3 eff.) ----- def ----- Resists +15% mind Mind.save +25 (+5 eff.) ---------- misc Max.psi +20.00 Masteries +0.30 Psionic/Focus +0.30 Psionic/Absorption Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Arcwire (12-13.2 power, 32 apr, nature damage) Arcwire (12-13.2 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Rare] Nature/Psionic Power 12.0 - 13.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Mag dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee+ 13 mind 13 darkness Dmg.mod +30% mind +9% darkness ----- def ----- Resists +24% lightning Mind.save +15 (+3 eff.) ---------- misc Hate/m.crit +5.81 Max.psi +58.09 Infravis +3 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Brighthunger (16.5-18.15 power, 40 apr, mind damage) Brighthunger (16.5-18.15 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 16.5 - 18.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +8 light While equipped: Stats +8 Cun dps ---------- Mind.crit +5% Crit.mult +25.00% Mind.pwr +10 (+2 eff.) Res.pen +20% light On Hit (Melee): * 23% chance to reduce damage dealt by 35% ----- def ----- Resists +9% light +12% acid Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +9 (+2 eff.) Heal.mod +30% Heal/summ +60 ---------- misc Equi/ret +2.50 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative pulsing mindstar of gales (13.5-14.85 power, 32 apr, mind damage) creative pulsing mindstar of gales (13.5-14.85 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego+] Nature/Psionic Power 13.5 - 14.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +6 Cun dps ---------- Mind.crit +4% Crit.mult +17.00% Mind.pwr +8 (+2 eff.) Dmg.mod +12% lightning +12% cold +8% physical ----- def ----- Defense +23 (+6 eff.) Pinning- +33% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
gifted living mindstar of venom (17-18.7 power, 40 apr, mind damage) gifted living mindstar of venom (17-18.7 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego+] Nature Power 17.0 - 18.7 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +20 (+4 eff.) Melee+ 19 acid Dmg.mod +16% acid Res.pen +13% acid ----- def ----- Resists +8% acid HP.reg +4.00 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
harmonious living mindstar of clarity (17-18.7 power, 40 apr, nature damage) harmonious living mindstar of clarity (17-18.7 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 17.0 - 18.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +9% nature Res.pen +8% nature ----- def ----- Resists +9% nature Mind.save +9 (+2 eff.) ---------- misc Max.psi +27.00 Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Dawntide' (16.5-18.15 power, 40 apr, mind damage) living mindstar 'Dawntide' (16.5-18.15 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Rare] Nature/Psionic Power 16.5 - 18.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +23 light On Hit.r1 +12 blight On Crit.r2 +12 light While equipped: dps ---------- Mind.crit +11% Mind.pwr +16 (+3 eff.) Dmg.mod +24% mind Melee Ret 12 lightning 12 light ----- def ----- Resists +3% physical +6% arcane +9% darkness Max.HP +40.00 HP.reg +4.65 Knockbk- +20% ---------- misc Psi/m.crit +4.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's pulsing mindstar of balance (14-15.4 power, 32 apr, mind damage) nature's pulsing mindstar of balance (14-15.4 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego] Nature Power 14.0 - 15.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +8% nature ----- def ----- Resists +9% blight Phys.save +7 (+1 eff.) Spell.save +7 (+1 eff.) Mind.save +8 (+2 eff.) Disease- +22% ---------- misc Equi/ret +2.10 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
pulsing mindstar 'Strikewild' (13-14.3 power, 32 apr, mind damage) pulsing mindstar 'Strikewild' (13-14.3 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Rare] Nature/Psionic Power 13.0 - 14.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Crit.r2 +20 lightning +16 mind While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee+ 11 mind 11 darkness Dmg.mod +9% mind +9% darkness ----- def ----- Resists +24% acid +27% fire +6% arcane +12% cold Blind- +23% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
halfling reinforced leather sling of true flight halfling reinforced leather sling of true flight4.0 T4 sling 1H weapon Reqs Shoot [Ego++] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: dps ---------- Phys.crit +13.0% Dmg.mod +17% physical Acc +10 (+2 eff.) ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
Arifang the Snowtitan (25-30 power, 5 apr, darkness element) Arifang the Snowtitan (25-30 power, 5 apr, darkness element)5.0 T4 staff 2H weapon [Rare] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+2 eff.) Dmg.mod +27% acid +35% cold +25% darkness Res.pen +12% darkness +29% cold Melee Ret 10 light ----- def ----- Resists +30% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Staff of Absorption Staff of Absorption7.0 staff 2H weapon [Plot Item] Unknown Power 30.0 - 33.0 Arcane Uses 100% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 While equipped: dps ---------- Spell.crit +10% Spell.pwr +20 (+4 eff.) Acc +20 (+4 eff.) Absorb energies. Uses 1000 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
elven-wood vilestaff (25-30 power, 5 apr, blight element) elven-wood vilestaff (25-30 power, 5 apr, blight element)5.0 T4 staff 2H weapon [Normal] Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+2 eff.) Dmg.mod +25% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short elven-wood magestaff of fate (25-30 power, 5 apr, cold element) magewarrior's short elven-wood magestaff of fate (25-30 power, 5 apr, cold element)5.0 T4 staff 1H weapon [Ego+] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +14% Phys.pwr +12 (+3 eff.) Spell.pwr +21 (+4 eff.) Dmg.mod +25% cold Acc +11 (+2 eff.) ----- def ----- Phys.save +12 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +11 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
caustic steel steamgun of tinkering (+4) caustic steel steamgun of tinkering (+4)4.0 T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Nature/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% On Crit.r2 +12 acid +13 nature Uses 2.0 Steam While equipped: Stats +4 Cun dps ---------- Steampwr +7 (+1 eff.) Res.pen +10% acid +7% nature Apr +8 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
overgrown stralite steamgun of enduring overgrown stralite steamgun of enduring4.0 T4 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Nature/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% On Hit: 10% Overgrowth 4 Uses 2.0 Steam While equipped: Stats +13 Con +13 Wil ----- def ----- Max.HP +51.00 HP.reg +0.90 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
voratun steamgun of true flight voratun steamgun of true flight4.0 T5 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Phys.crit +14.0% Acc +15 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
crackling voratun steamsaw (39-58.5 power, 0 apr) crackling voratun steamsaw (39-58.5 power, 0 apr)3.0 T5 steamsaw 1H weapon Reqs Steam Pool [Ego+] Arcane/Steamtech Power 39.0 - 58.5 Phys.bleed Uses 100% Wil Acc+ +0.3% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +90 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Dex dps ---------- Melee Ret 31 lightning ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +18% lightning ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
impervious voratun steamsaw of paradox (38-57 power, 0 apr) impervious voratun steamsaw of paradox (38-57 power, 0 apr)3.0 T5 steamsaw 1H weapon Reqs Steam Pool [Ego+] Arcane/Master/Steamtech Power 38.0 - 57.0 Phys.bleed Uses 100% Wil Acc+ +0.3% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +99 Melee+ +20 temporal Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +7 Con ----- def ----- Armour +17 Defense +10 (+3 eff.) Fatigue +12% Resists +17% temporal Phys.save +15 (+2 eff.) ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
stralite steamsaw 'Radiancemonster' (30.5-45.75 power, 0 apr) stralite steamsaw 'Radiancemonster' (30.5-45.75 power, 0 apr)3.0 T4 steamsaw 1H weapon Reqs Steam Pool [Rare] Psionic/Steamtech Power 30.5 - 45.8 Phys.bleed Uses 100% Wil Acc+ +0.3% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +74 Melee+ +15 darkness +23 light Against +17% Living Uses 1.0 Steam While equipped: Stats +3 Str +3 Dex +13 Wil +6 Cun dps ---------- Phys.pwr +15 (+3 eff.) Res.pen +29% light ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Resists +4% physical Die.at -92.95 life ---------- 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! |
swashbuckler's voratun steamsaw of massacre (53-79.5 power, 0 apr) swashbuckler's voratun steamsaw of massacre (53-79.5 power, 0 apr)3.0 T5 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Power 53.0 - 79.5 Phys.bleed Uses 100% Wil Acc+ +0.3% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +96 Uses 1.0 Steam While equipped: Stats +12 Str +6 Dex dps ---------- Acc +19 (+3 eff.) ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
voratun steamsaw 'Glurin' (40-60 power, 0 apr) voratun steamsaw 'Glurin' (40-60 power, 0 apr)3.0 T5 steamsaw 1H weapon Reqs Steam Pool [Random Unique] Arcane/Master/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 100% Wil Acc+ +0.3% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +102 On Hit.r1 +20 fire On Crit.r2 +12 mind Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +11 Str +3 Dex dps ---------- Crit.mult +10.00% Dmg.mod +15% physical Res.pen +15% all Acc +39 (+7 eff.) Apr +15 ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% ---------- misc Infravis +3 See.Invis +12 Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
voratun steamsaw of daylight (40-60 power, 0 apr) voratun steamsaw of daylight (40-60 power, 0 apr)3.0 T5 steamsaw 1H weapon Reqs Steam Pool [Ego] Arcane/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 100% Wil Acc+ +0.3% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +88 Melee+ +12 light Against +18% Undead Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
voratun steamsaw of evisceration (38.5-57.75 power, 0 apr) voratun steamsaw of evisceration (38.5-57.75 power, 0 apr)3.0 T5 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Power 38.5 - 57.8 Phys.bleed Uses 100% Wil Acc+ +0.3% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +94 On Crit: * Wound the target dealing 293 physical damage across 5 turns and reducing healing by 50% Uses 1.0 Steam While equipped: dps ---------- Phys.crit +12.0% Phys.pwr +14 (+3 eff.) ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
windwalling voratun steamsaw of massacre (51-76.5 power, 0 apr) windwalling voratun steamsaw of massacre (51-76.5 power, 0 apr)3.0 T5 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Psionic/Steamtech Power 51.0 - 76.5 Phys.bleed Uses 100% Wil Acc+ +0.3% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +96 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Wil ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +17% physical Shield.near.proj +82 Proj.slow +29% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Lightmortal (30.5-42.7 power, 5 apr) Lightmortal (30.5-42.7 power, 5 apr)3.0 T4 waraxe 1H weapon [Rare] Master Power 30.5 - 42.7 Physical Uses 100% Wil Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit.r2 +20 physical While equipped: Stats +6 Dex +6 Con dps ---------- Phys.crit +3.0% Phys.pwr +13 (+3 eff.) Res.pen +29% blight +13% physical Phasing +35% Apr +4 ----- def ----- Defense +15 (+4 eff.) Resists +12% light Phys.save +12 (+2 eff.) Disarm- +30% ---------- misc Mana/s.crit +2.32 One-handed war axes. |
Searwaker (40.5-56.7 power, 6 apr) Searwaker (40.5-56.7 power, 6 apr)3.0 T5 waraxe 1H weapon [Rare] Master Power 40.5 - 56.7 Physical Uses 100% Wil Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +23 arcane While equipped: dps ---------- Spell.pwr +35 (+6 eff.) Dmg.mod +35% fire Res.pen +29% lightning +20% fire +13% all Acc +25 (+5 eff.) Apr +12 ---------- misc Mana/turn +0.32 One-handed war axes. |
caustic voratun waraxe of rage (39-54.6 power, 6 apr) caustic voratun waraxe of rage (39-54.6 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego++] Nature/Master Power 39.0 - 54.6 Physical Uses 100% Wil Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit.r2 +37 acid +43 nature While equipped: Stats +11 Str dps ---------- Dmg.mod +11% physical Res.pen +20% acid +14% nature Acc +13 (+2 eff.) Apr +10 One-handed war axes. |
drakeskin leather belt 'Belyfang' drakeskin leather belt 'Belyfang'1.0 T5 belt armor [Rare] Nature While equipped: ----- def ----- Resists +15% lightning +13% temporal +12% darkness +30% fire +3% physical +35% acid HP.reg +4.00 Disease- +23% Teleport- +23% A belt that goes around your waist. |
spiritwalker's drakeskin leather belt of shielding spiritwalker's drakeskin leather belt of shielding1.0 T5 belt armor [Ego+] Arcane While equipped: Stats +7 Mag ----- def ----- Armour +11 ---------- misc Mana/turn +0.60 Max.mana +46.00 Create a temporary shield that absorbs 362 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
elven-silk cloak of sorcery (3 def, 0 armour) elven-silk cloak of sorcery (3 def, 0 armour)2.0 T5 cloak armor [Ego+] Arcane While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.crit +8% ----- def ----- Defense +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. |
Earolathahir the Squalorbloom (0 def, 0 armour) Earolathahir the Squalorbloom (0 def, 0 armour)2.0 T5 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +30% lightning +12% mind Res.pen +29% mind Melee Ret 12 mind On Hit (Melee): * 23% chance to slow global speed by 73% ----- def ----- Resists +45% lightning +21% nature +15% cold +6% arcane +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
The Calm (15 def, 0 armour) The Calm (15 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+4 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+4 eff.) Resists +20% lightning +13% all 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. |
Vestments of the Conclave (0 def, 0 armour) Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+2 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
focusing silk robe of life (0 def, 0 armour) focusing silk robe of life (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Nature/Psionic While equipped: Stats +7 Mag +6 Wil ----- def ----- Resists +14% blight +13% all Max.HP +68.00 HP.reg +2.70 Heal.mod +16% ---------- misc Mana/turn +0.23 Psi/turn +0.24 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven cashmere robe of fire (+10%) (0 def, 0 armour) stormwoven cashmere robe of fire (+10%) (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +6 Str +6 Mag +6 Wil dps ---------- Dmg.mod +17% lightning +13% physical +17% fire +11% cold ----- def ----- Resists +10% lightning +8% cold +25% fire +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
tormentor's elven-silk robe (0 def, 0 armour) tormentor's elven-silk robe (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Psionic While equipped: Stats +5 Cun dps ---------- Crit.mult +15.00% ----- def ----- Resists +15% all ---------- misc Hate/m.crit +4.00 Psi/m.crit +5.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Anti-Gravity Boots (8 def, 8 armour) Anti-Gravity Boots (8 def, 8 armour)3.0 T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+0 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 4% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (205 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (339 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Shoes of Moving Quickly (10 def, 12 armour) Shoes of Moving Quickly (10 def, 12 armour)2.0 T4 feet armor [Unique] Steamtech While equipped: Stats +8 Cun +8 Dex dps ---------- Steampwr +5 (+1 eff.) ----- def ----- Armour +12 Defense +10 (+3 eff.) Fatigue +3% Pinning- +100% Knockbk- -100% You move 3 spaces at once. Accurately? Less so. |
insulating pair of drakeskin leather boots of speed (0 def, 5 armour) insulating pair of drakeskin leather boots of speed (0 def, 5 armour)2.0 T5 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +5 Resists +13% fire +11% cold A pair of boots made of leather. |
pair of drakeskin leather boots of spellbinding (0 def, 5 armour) pair of drakeskin leather boots of spellbinding (0 def, 5 armour)2.0 T5 feet armor [Ego+] Arcane While equipped: Stats +5 Mag ----- def ----- Armour +5 ---------- misc Spell.cld 10% A pair of boots made of leather. |
brawler's rough leather gloves (0 def, 1 armour) brawler's rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego+] Master While equipped: Stats +3 Str +3 Dex +3 Cun ----- def ----- Armour +1 Phys.save +7 (+1 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Wil, 80% Cun Acc+ +0.3% crit chance (max 25%) Acc +5 Apr +1 Crit +7.0% Atk.spd 125% On Hit: 10% Set Up 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves of regeneration (0 def, 3 armour) drakeskin leather gloves of regeneration (0 def, 3 armour)1.0 T4 hands armor [Ego+] Nature While equipped: ----- def ----- Armour +3 HP.reg +6.00 ---------- misc Stam/turn +1.10 Psi/turn +0.26 Unarmed combat: Power 24.0 - 26.4 Physical Uses 40% Wil, 80% Cun Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 125% On Hit: 10% Second Wind 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
polar drakeskin leather gloves of the juggernaut (0 def, 3 armour) polar drakeskin leather gloves of the juggernaut (0 def, 3 armour)1.0 T4 hands armor [Ego+] Nature/Master While equipped: Stats +5 Con dps ---------- Melee+ 12 cold Dmg.mod +9% cold ----- def ----- Armour +3 Resists +10% cold Phys.save +30 (+5 eff.) Spell.save +8 (+1 eff.) Mind.save +9 (+2 eff.) Disarm- +42% Unarmed combat: Power 26.5 - 29.2 Physical Uses 40% Wil, 80% Cun Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 125% Melee+ +24 physical On Crit.r2 +13 ice On Hit: 10% Juggernaut 1 On Hit: 10% Ice Breath 5 Juggernaut: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sparkraven (0 def, 4 armour) =water= Sparkraven (0 def, 4 armour) =water=3.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +6 Dex +2 Mag +4 Wil dps ---------- Spell.crit +4% Dmg.mod +9% lightning ----- def ----- Armour +4 Fatigue +4% Resists +10% blight +14% cold +15% darkness Mind.save +6 (+1 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Infravis +4 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steam Powered Helm (3 def, 12 armour) Steam Powered Helm (3 def, 12 armour)3.0 T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
Stormflash (3 def, 0 armour) Stormflash (3 def, 0 armour)2.0 T5 head armor [Rare] Arcane While equipped: dps ---------- Phys.crit +5.0% Crit.mult +23.24% Dmg.mod +20% blight +24% lightning ----- def ----- Defense +3 (+1 eff.) Resists +20% blight +6% arcane ---------- misc Equi/ret +0.28 Psi/ret +0.48 A pointy cloth hat, very wizardly... |
catburglar's hardened leather cap of knowledge (0 def, 3 armour) catburglar's hardened leather cap of knowledge (0 def, 3 armour)2.0 T3 head armor [Ego++] Master/Psionic While equipped: Stats +6 Dex +4 Wil +4 Cun dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +17% darkness ---------- misc Infravis +6 Sight +0 See.Stealth +0 See.Invis +0 A cap made of leather. |
drakeskin leather hat 'Tidereign' (0 def, 5 armour) drakeskin leather hat 'Tidereign' (0 def, 5 armour)2.0 T5 head armor [Random Unique] Arcane/Master While equipped: Stats +9 Con +10 Wil dps ---------- Dmg.mod +6% cold Res.pen +5% cold ----- def ----- Armour +5 Fatigue +5% Resists +15% darkness +30% blight +21% fire +6% arcane +9% cold Spell.save +15 (+2 eff.) Mind.save +27 (+6 eff.) Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 8 light damage to everyone else who enters. The circle lasts 4 turns. A hat made of leather. Very stylish. |
insulating drakeskin leather cap of might (0 def, 5 armour) insulating drakeskin leather cap of might (0 def, 5 armour)2.0 T5 head armor [Ego+] Master While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +12% fire +13% cold A cap made of leather. |
voratun helm of knowledge (0 def, 5 armour) voratun helm of knowledge (0 def, 5 armour)3.0 T5 head armor [Ego+] Psionic While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +5 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
warlord's drakeskin leather cap of dexterity (+5) (0 def, 5 armour) warlord's drakeskin leather cap of dexterity (+5) (0 def, 5 armour)2.0 T5 head armor [Ego+] Nature/Master While equipped: Stats +5 Str +9 Dex +7 Wil dps ---------- Phys.pwr +11 (+2 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +13% physical Phys.save +15 (+2 eff.) A cap made of leather. |
Duvudin (4 def, 8 armour) Duvudin (4 def, 8 armour)14.0 T4 heavy armor [Random Unique] Nature/Master While equipped: Stats +4 Str +3 Dex +3 Wil ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +19% cold Mind.save +3 (+1 eff.) Max.HP +55.00 HP.reg +7.40 Heal.mod +10% ---------- misc Stam/turn +1.10 Max.hate +4.00 A suit of armour made of mail. |
enlightening voratun mail armour of stability (5 def, 10 armour) enlightening voratun mail armour of stability (5 def, 10 armour)14.0 T5 heavy armor [Ego+] Master/Psionic While equipped: Stats +8 Cun +8 Wil ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +8% physical Phys.save +21 (+4 eff.) Mind.save +22 (+5 eff.) A suit of armour made of mail. |
fortifying voratun mail armour of cold resistance (5 def, 10 armour) fortifying voratun mail armour of cold resistance (5 def, 10 armour)14.0 T5 heavy armor [Ego+] Master While equipped: Stats +6 Str +3 Con ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +29% cold Max.HP +100.00 A suit of armour made of mail. |
voratun mail armour 'Cyruma' (35 def, 10 armour) voratun mail armour 'Cyruma' (35 def, 10 armour)14.0 T5 heavy armor [Rare] Master While equipped: Stats +2 Str +6 Con dps ---------- Crit.mult +20.00% Res.pen +15% temporal Apr +4 ----- def ----- Armour +10 Defense +35 (+8 eff.) Fatigue +12% Resists +30% acid +6% physical +15% temporal ---------- misc Max.stam +34.86 A suit of armour made of mail. |
voratun mail armour 'Korubar' (5 def, 10 armour) voratun mail armour 'Korubar' (5 def, 10 armour)14.0 T5 heavy armor [Rare] Master While equipped: Stats +14 Wil +8 Cun +4 Con dps ---------- Res.pen +29% mind Melee Ret 10 mind On Hit (Melee): * 23% chance to reduce strength, dexterity, and constitution by 14 ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +25% cold A suit of armour made of mail. |
Ivorera (31 def, 8 armour) Ivorera (31 def, 8 armour)9.0 T5 light armor [Random Unique] Nature/Master While equipped: Stats +2 Wil dps ---------- Phys.crit +9.0% Dmg.mod +15% arcane +9% blight Apr +15 ----- def ----- Armour +8 Defense +31 (+7 eff.) Fatigue +8% Resists +8% physical Phys.save +19 (+3 eff.) Max.HP +69.00 HP.reg +8.00 Heal.mod +17% ---------- misc Stam/turn +1.10 Mana/s.crit +2.00 Max.psi +20.00 Max.vim +10.00 Second Wind: (Instant) Puts all charms on 35 cooldown Level 5.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 455 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
enlightening cured leather armour (6 def, 4 armour) enlightening cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Mind.save +14 (+3 eff.) A suit of armour made of leather. |
enlightening drakeskin leather armour of the wind (30 def, 8 armour) enlightening drakeskin leather armour of the wind (30 def, 8 armour)9.0 T5 light armor [Ego++] Master/Psionic While equipped: Stats +7 Cun +5 Wil dps ---------- Phys.crit +10.0% Apr +15 ----- def ----- Armour +8 Defense +30 (+7 eff.) Fatigue +8% Mind.save +21 (+4 eff.) ---------- misc Stam/turn +0.90 Second Wind: (Instant) Puts all charms on 35 cooldown Level 5.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 455 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
marauder's drakeskin leather armour of the wind (43 def, 8 armour) marauder's drakeskin leather armour of the wind (43 def, 8 armour)9.0 T5 light armor [Ego++] Master While equipped: Stats +5 Str +10 Dex dps ---------- Phys.crit +10.0% Apr +20 ----- def ----- Armour +8 Defense +43 (+10 eff.) Fatigue +8% Phys.save +18 (+3 eff.) ---------- misc Stam/turn +1.00 Second Wind: (Instant) Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 368 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
reinforced leather armour 'Aerykor' (27 def, 7 armour) reinforced leather armour 'Aerykor' (27 def, 7 armour)9.0 T4 light armor [Rare] Master While equipped: Stats +11 Wil +3 Mag dps ---------- On Hit (Melee): * 23% chance to reduce strength, dexterity, and constitution by 14 ----- def ----- Armour +7 Defense +27 (+7 eff.) Fatigue +8% Resists +25% acid +9% lightning Crit.dmg- 17.43% Mind.save +21 (+4 eff.) Max.HP +116.19 Cut- +23% A suit of armour made of leather. |
reinforced leather armour of command (25 def, 15 armour) reinforced leather armour of command (25 def, 15 armour)9.0 T4 light armor [Ego+] Psionic While equipped: Stats +5 Cun ----- def ----- Armour +15 Defense +25 (+6 eff.) Fatigue +8% Mind.save +10 (+2 eff.) A suit of armour made of leather. |
rejuvenating cured leather armour of clarity (6 def, 4 armour) rejuvenating cured leather armour of clarity (6 def, 4 armour)9.0 T2 light armor [Ego] Nature/Psionic While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +7% mind Mind.save +15 (+3 eff.) HP.reg +4.00 ---------- misc Stam/turn +1.00 A suit of armour made of leather. |
volcanic cured leather armour of clarity (6 def, 13 armour) volcanic cured leather armour of clarity (6 def, 13 armour)9.0 T2 light armor [Ego+] Nature/Psionic While equipped: dps ---------- Melee+ 7 fire Ranged+ 7 fire ----- def ----- Armour +13 Defense +6 (+2 eff.) Fatigue +7% Resists +18% fire +7% mind +14% physical Mind.save +13 (+3 eff.) A suit of armour made of leather. |
volcanic reinforced leather armour (12 def, 20 armour) volcanic reinforced leather armour (12 def, 20 armour)9.0 T4 light armor [Ego+] Nature While equipped: dps ---------- Melee+ 7 fire Ranged+ 8 fire ----- def ----- Armour +20 Defense +12 (+3 eff.) Fatigue +8% Resists +17% fire +21% physical A suit of armour made of leather. |
Kindlewyrd (10 def, 16 armour) Kindlewyrd (10 def, 16 armour)17.0 T5 massive armor [Random Unique] Disrupt/Psionic While equipped: Stats +4 Dex +14 Wil +13 Cun dps ---------- Dmg.mod +9% fire Melee Ret 4 fire ----- def ----- Armour +16 Defense +10 (+3 eff.) Fatigue +22% Resists +17% blight +12% fire +16% nature D.Red.from +10% Unnatural Mind.save +35 (+7 eff.) A suit of armour made of metal plates. |
radiant voratun plate armour of implacability (0 def, 25 armour) radiant voratun plate armour of implacability (0 def, 25 armour)17.0 T5 massive armor [Ego++] Nature/Master While equipped: Stats +5 Wil ----- def ----- Armour +25 Fatigue +13% Resists +24% blight +19% darkness Phys.save +12 (+2 eff.) ---------- misc Light +1 A suit of armour made of metal plates. |
ancient mummy wrappings (5 def, 2 armour) ancient mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Ego+] Arcane While equipped: Stats +13 Mag dps ---------- Spell.pwr +13 (+2 eff.) Dmg.mod +21% physical +15% darkness +15% cold +15% arcane +13% temporal Res.pen +12% temporal +11% physical ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Anom.red +15 Decaying mummy wrappings. |
ancient mummy wrappings (5 def, 2 armour) ancient mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Ego+] Arcane While equipped: Stats +16 Mag dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +21% physical +15% darkness +15% cold +15% arcane +13% temporal Res.pen +11% temporal +12% physical ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Anom.red +15 Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour) mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +7 Mag dps ---------- Spell.pwr +13 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour) mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +6 Mag dps ---------- Spell.pwr +11 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour) mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +6 Mag dps ---------- Spell.pwr +11 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour) mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +5 Mag dps ---------- Spell.pwr +12 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour) mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +7 Mag dps ---------- Spell.pwr +9 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour) mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +8 Mag dps ---------- Spell.pwr +13 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour) mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +7 Mag dps ---------- Spell.pwr +13 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour) mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +6 Mag dps ---------- Spell.pwr +11 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour) mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +8 Mag dps ---------- Spell.pwr +12 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour) mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +7 Mag dps ---------- Spell.pwr +13 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour) mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +6 Mag dps ---------- Spell.pwr +12 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour) mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +6 Mag dps ---------- Spell.pwr +13 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour) mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +8 Mag dps ---------- Spell.pwr +12 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour) mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +7 Mag dps ---------- Spell.pwr +13 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour) mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +7 Mag dps ---------- Spell.pwr +13 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour) mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +5 Mag dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour) mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +6 Mag dps ---------- Spell.pwr +11 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour) mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +7 Mag dps ---------- Spell.pwr +11 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour) mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +6 Mag dps ---------- Spell.pwr +9 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour) mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +7 Mag dps ---------- Spell.pwr +13 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour) mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +6 Mag dps ---------- Spell.pwr +11 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour) mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +9 Mag dps ---------- Spell.pwr +13 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour) mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +5 Mag dps ---------- Spell.pwr +11 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
mummy wrappings of blight (+19%) (5 def, 2 armour) mummy wrappings of blight (+19%) (5 def, 2 armour)6.0 T4 mummy armor [Ego] Arcane While equipped: Stats +7 Mag dps ---------- Spell.pwr +11 (+2 eff.) Dmg.mod +19% blight +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists +19% blight -25% fire Decaying mummy wrappings. |
mummy wrappings of darkness (+33%) (5 def, 2 armour) mummy wrappings of darkness (+33%) (5 def, 2 armour)6.0 T4 mummy armor [Ego] Arcane While equipped: Stats +7 Mag dps ---------- Spell.pwr +12 (+2 eff.) Dmg.mod +15% cold +15% arcane +37% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists +33% darkness -25% fire Decaying mummy wrappings. |
spellwoven mummy wrappings (5 def, 2 armour) spellwoven mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Ego] Arcane While equipped: Stats +7 Mag dps ---------- Spell.crit +3% Spell.pwr +17 (+3 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Spell.save +21 (+4 eff.) Decaying mummy wrappings. |
stargazer's mummy wrappings of light (+37%) (5 def, 2 armour) stargazer's mummy wrappings of light (+37%) (5 def, 2 armour)6.0 T4 mummy armor [Ego+] Arcane While equipped: Stats +5 Cun +5 Mag dps ---------- Spell.crit +8% Spell.pwr +17 (+3 eff.) Dmg.mod +15% arcane +15% cold +40% darkness +50% light ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists +37% light -25% fire Decaying mummy wrappings. |
Rimeflash (0 def, 8 armour, 135.5 block) Rimeflash (0 def, 8 armour, 135.5 block)7.0 T4 shield armor [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Dmg.mod +35% cold Res.pen +29% cold On Hit (Melee): * 23% chance to reduce damage dealt by 35% ----- def ----- Armour +8 Fatigue +8% Resists +27% fire +6% arcane +21% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
shocking stralite shield of the stars (0 def, 8 armour, 139.5 block) shocking stralite shield of the stars (0 def, 8 armour, 139.5 block)7.0 T4 shield armor [Ego+] Arcane/Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Cun +9 Mag dps ---------- Melee+ 29 lightning Dmg.mod +16% light +17% darkness Melee Ret 13 lightning ----- def ----- Armour +8 Fatigue +8% Resists +18% light +15% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
Essence of Bearness Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
barbed quiver of dragonbone arrows of annihilation (19/19, 86.5-121.1 power, 32 apr) barbed quiver of dragonbone arrows of annihilation (19/19, 86.5-121.1 power, 32 apr)3.0 T5 arrow ammo [Ego++] Master Power 86.5 - 121.1 Physical Uses 50% Wil, 70% Cun Acc+ +0.3% crit chance (max 25%) Apr +32 Crit +29.0% Capacity 19 Proj.spd +200% On Crit: * Wound the target dealing 293 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
7 agate 7 agate0.0 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. |
1025 alchemist agate 1025 alchemist agate0.0 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. |
7 onyx 7 onyx0.0 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. |
6 aquamarine 6 aquamarine0.0 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. |
4 lapis lazuli 4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 opal 12 opal0.0 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. |
2 sapphire 2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Vilevile' (dig speed 20 turns) iron pickaxe 'Vilevile' (dig speed 20 turns)3.0 T1 digger tool [Rare] Psionic While equipped: Stats +1 Str +2 Dex +2 Mag +4 Wil +8 Cun dps ---------- Dmg.mod +7% mind +6% fire On Hit (Melee): * 20% chance to slow global speed by 73% ----- def ----- Resists +9% fire Crit.dmg- 10.00% Mind.save +7 (+2 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
5 emerald 5 emerald0.0 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. |
3 jade 3 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise 4 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Eye of the Dreaming One Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+2 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 19 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Crystal Heart Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Automated Portable Extractor Automated Portable Extractor0.0 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. |
Petrified Wood Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Runed Skull Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+2 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
2 bloodstone 2 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
fire opal fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 garnet 6 garnet0.0 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. |
6 ruby 6 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1) Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)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. |
Transmogrification Chest Transmogrification Chest2.0 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. |
Scattermind (20/20, 17-20.4 power, 7 apr) Scattermind (20/20, 17-20.4 power, 7 apr)3.0 T3 shot ammo [Unique] Nature/Psionic Power 17.0 - 20.4 Mind Uses 120% Cun Acc+ +0.2% base dam (max 20%) Apr +7 Crit +3.0% Capacity 20 On Crit: * strike the target with one of Mind Sear, Psychic Lobotomy, or Sunder Mind, at random. A linen pouch of jagged mindstar fragments, each radiating a palpable sense of confusion and pain. They must have made up an impressive whole originally, before some cretin turned it to bits. |
high-capacity pouch of voratun shots of annihilation (48/48, 63-75.6 power, 17 apr) high-capacity pouch of voratun shots of annihilation (48/48, 63-75.6 power, 17 apr)3.0 T5 shot ammo [Ego+] Master Power 63.0 - 75.6 Physical Uses 120% Cun Acc+ +0.2% base dam (max 20%) Apr +17 Crit +14.0% Capacity 48 Proj.spd +200% While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. |
Frigidsorrow [power 470] (25 cooldown) Frigidsorrow [power 470] (25 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +15% blight +18% cold Res.pen +20% cold Melee Ret 12 acid 8 cold On Hit (Melee): * 23% chance to reduce strength, dexterity, and constitution by 14 ----- def ----- Resists +24% cold Summon a resilient tentacle up to 5 spaces away for 13 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1319 Base Damage: 513 Armor: 43 All Resist: 50 Puts all charms on 25 cooldown 100% to heal for 110. Natural totems are made by powerful wilders to store nature power. |
Huredontir [power 302] (15 cooldown) Huredontir [power 302] (15 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Crit.mult +10.00% Acc +10 (+2 eff.) ----- def ----- Armour +4 Phys.save +6 (+1 eff.) Sting an enemy dealing 399 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase the duration of 3 beneficial effects by 2. 100% to reduce 2 talent cooldowns by 2. 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Mayedassra [power 295] (25 cooldown) Mayedassra [power 295] (25 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: Stats +9 Wil +2 Cun +4 Con Summon a resilient tentacle up to 5 spaces away for 10 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 717 Base Damage: 395 Armor: 33 All Resist: 40 Puts all charms on 25 cooldown 100% to heal for 105. 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of summon tentacle [power 435] (25 cooldown) dragonbone totem of summon tentacle [power 435] (25 cooldown)2.0 T5 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 8 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1150 Base Damage: 526 Armor: 20 All Resist: 45 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of healing [power 368] (15 cooldown) elven-wood totem of healing [power 368] (15 cooldown)2.0 T4 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 368 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
9 amethyst 9 amethyst0.0 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. |
innervating dragonbone wand of lightning storm [power 518] (15 cooldown) innervating dragonbone wand of lightning storm [power 518] (15 cooldown)2.0 T5 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 120 lightning damage and will be dazed for 1 turn (600 total damage) Puts all charms on 15 cooldown 100% to reduce fatigue by 60% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
diamond diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl 2 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 quartz 7 quartz0.0 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. |
3 amber 3 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.0 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. |
8 citrine 8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.0 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. |
Achievements
By Fezgyly the Yeek Adventurer level 28
18th Haze 122nd year of Ascendancy at 11:38 see stats
By Fezgyly the Yeek Adventurer level 44
6th Pyre 123rd year of Ascendancy at 15:18 see stats
By Fezgyly the Yeek Adventurer level 31
42nd Haze 122nd year of Ascendancy at 09:40 see stats
By Fezgyly the Yeek Adventurer level 13
8th Flare 122nd year of Ascendancy at 16:51 see stats
By Fezgyly the Yeek Adventurer level 33
4th Allure 123rd year of Ascendancy at 16:04 see stats
By Fezgyly the Yeek Adventurer level 33
4th Allure 123rd year of Ascendancy at 09:08 see stats
By Fezgyly the Yeek Adventurer level 21
39th Dusk 122nd year of Ascendancy at 10:57 see stats
By Fezgyly the Yeek Adventurer level 37
44th Regrowth 123rd year of Ascendancy at 04:01 see stats
By Fezgyly the Yeek Adventurer level 32
80th Haze 122nd year of Ascendancy at 00:18 see stats
By Fezgyly the Yeek Adventurer level 42
4th Pyre 123rd year of Ascendancy at 04:29 see stats
By Fezgyly the Yeek Adventurer level 28
18th Haze 122nd year of Ascendancy at 11:19 see stats
By Fezgyly the Yeek Adventurer level 10
9th Mirth 122nd year of Ascendancy at 11:33 see stats
By Fezgyly the Yeek Adventurer level 20
36th Dusk 122nd year of Ascendancy at 20:22 see stats
By Fezgyly the Yeek Adventurer level 30
40th Haze 122nd year of Ascendancy at 06:29 see stats
By Fezgyly the Yeek Adventurer level 40
1st Time of Balance 123rd year of Ascendancy at 08:14 see stats
By Fezgyly the Yeek Adventurer level 28
18th Haze 122nd year of Ascendancy at 11:38 see stats
By Fezgyly the Yeek Adventurer level 19
30th Dusk 122nd year of Ascendancy at 10:11 see stats
By Fezgyly the Yeek Adventurer level 42
4th Pyre 123rd year of Ascendancy at 18:13 see stats
By Fezgyly the Yeek Adventurer level 33
3rd Allure 123rd year of Ascendancy at 20:41 see stats
By Fezgyly the Yeek Adventurer level 13
8th Flare 122nd year of Ascendancy at 16:50 see stats
By Fezgyly the Yeek Adventurer level 9
7th Mirth 122nd year of Ascendancy at 17:17 see stats
By Fezgyly the Yeek Adventurer level 28
18th Haze 122nd year of Ascendancy at 11:38 see stats
By Fezgyly the Yeek Adventurer level 18
19th Dusk 122nd year of Ascendancy at 14:31 see stats
By Fezgyly the Yeek Adventurer level 32
79th Haze 122nd year of Ascendancy at 18:36 see stats
By Fezgyly the Yeek Adventurer level 25
5th Haze 122nd year of Ascendancy at 06:24 see stats
By Fezgyly the Yeek Adventurer level 18
30th Dusk 122nd year of Ascendancy at 06:27 see stats
By Fezgyly the Yeek Adventurer level 43
5th Pyre 123rd year of Ascendancy at 18:13 see stats
Log
Rotting Disease from Greater Mummy Lord hits Fezgyly for (29 flat reduction), 0 blight (0 total damage).
Fezgyly converts some damage to Psi!
Greater Mummy Lord's cleansing fire area effect hits Something for 0 fire damage.
Greater Mummy Lord's ice storm area effect hits Fezgyly for (35 flat reduction), 13 to psi, 39 cold (52 total damage).
Your hatred grows even as your life fades! (+12 hate)
Fezgyly shrugs off the effect 'Frozen'!
Fezgyly converts some damage to Psi!
Something hits Fezgyly for (35 flat reduction), 81 to psi, 234 cold (315 total damage).
Fezgyly feels pain again.
Fezgyly stops burning.
Fezgyly converts some damage to Psi!
Fezgyly mentally dismisses some damage!
Rotting Disease from Greater Mummy Lord hits Fezgyly for (29 flat reduction), 0 blight (0 total damage).
Arcane Vortex from Greater Mummy Lord hits Fezgyly for (35 flat reduction), (22 dismissed), 5 to psi, 14 arcane (19 total damage).
Your hatred grows even as your life fades! (+4 hate)
Fezgyly begins rampaging!
Fezgyly converts some damage to Psi!
Greater Mummy Lord's cleansing fire area effect hits Something for 0 fire damage.
Something hits Fezgyly for (35 flat reduction), 33 to psi, 97 arcane (130 total damage).
Fezgyly the level 46 yeek adventurer was mana-torn to death by Greater Mummy Lord and raised as a soulless shuffling mummy on level 3 of Elven Ruins.
Fezgyly deactivates Striking Stance.
Fezgyly deactivates Exploit Weakness.
Fezgyly deactivates Elemental Harmony.
Fezgyly is no longer rampaging.
Fezgyly deactivates Augmentation.
Fezgyly is free from the rotting disease.
Fezgyly no longer feels strong.
Fezgyly is free from the arcane vortex.
Fezgyly deactivates Beyond the Flesh.