Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.7.6Donators/Buyers bonus! Wall Clock 1.7.0A small modification to the Minimalist and Classic UIs, adding an interface element that displays the current time. (This is intended for use by players who play in full-screen mode, thus obscuring their computer's usual clock.) In the Minimalist UI, the clock element can be moved and resized in the same manner as other interface elements (via the padlock icon on the toolbar in the lower right corner); in both UIs, the clock's time format can be set via the "UI | Wall clock format" game option. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cloak Reminder 1.7.0Pops up a reminder if your undead character changes zones or uses the Rod of Recall while not wearing the Cloak of Deception. Frequently Asked Questions: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Parasite-in-Pocket 1.6.0Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: Forbidden Cults 1.7.4Official 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 Adventure |
Sex | Male |
Race | Halfling |
Class | Skirmisher |
Level / Exp | 33 / 58% |
Size | small |
Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
Strength | 35 (base 13) |
Dexterity | 122 (base 60) |
Constitution | 26 (base 17) |
Magic | 15 (base 10) |
Willpower | 14 (base 11) |
Cunning | 108 (base 60) |
Resources
Life | 1028/1028 |
Steam | 100/100 |
Stamina | 192/192 |
Psi | 104/104 |
Healing Factor | 1.3216586254955 |
Regeneration | 29.70757641628 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +96.353718395664% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 8 |
See Stealth | 74.558895358024 |
See Invisible | 74.558895358024 |
Offense: Mainhand
Damage | 161 |
Accuracy | 90 |
Crit Chance | 59% |
APR | 47 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 7.5 |
Crit Chance | 36% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 38% |
Speed | 1 |
Offense: Damage Bonus
Acid | +9% |
All | 0% |
Physical | +3% |
Mind | +6% |
Nature | +12% |
Offense: Damage Penetration
Light | +5% |
Nature | +10% |
Blight | +20% |
Mind | +5% |
Fire | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 38.398444118722 (96.594725525382%) |
Defense | 86 |
Ranged Defense | 86 |
Fatigue | 0 |
Physical Save | 50 |
Spell Save | 24 |
Mental Save | 32 |
Defense: Resistances
Acid | + 36%( 70%) |
Blight | + 50%( 70%) |
Arcane | + 27%( 70%) |
Mind | + 26%( 70%) |
All | + 18%( 70%) |
Lightning | + 43%( 70%) |
Light | + 23%( 70%) |
Physical | + 38%( 70%) |
Darkness | + 43%( 70%) |
Nature | + 33%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 51% |
Poison Resistance | 70% |
Blind Resistance | 10% |
Silence Resistance | 32% |
Bleed Resistance | 70% |
Teleport Resistance | 100% |
Disarm Resistance | 100% |
Pinning Resistance | 47% |
Instadeath Resistance | 100% |
Knockback Resistance | 38% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 752 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 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 39% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 258 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Buckler Training | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Cunning / Poisons | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Cunning / Called Shots | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Pace Yourself |
talent | Trained Reactions |
talent | Insidious Poison |
talent | Apply Poison |
talent | Numbing Poison |
talent | Counter Shot |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the worried loremaster from death by Mayewyn the rogue. Escort: worried loremaster (level 1 of Dreadfell) | failed |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 16. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed electric eel tail. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Naturetrail (0 def, 3 armour) Naturetrail (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +5% arcane Changes resistances penetration: +20% blight / +10% nature Changes damage: +12% nature Physical save: +9 (+3 eff.) Silence immunity: +22% Confusion immunity: +21% Pinning immunity: +15% Stun/Freeze immunity: +23% Knockback immunity: +15% Teleport immunity: +100% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | Wind Worn Shot (25/25, 148% power, 15 apr) Wind Worn Shot (25/25, 148% power, 15 apr)Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Power: 149% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 When this weapon hits: Tornado (10% chance level 2). On weapon hit: * 35% chance for lightning to arc to a second target Travel speed: +100% These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
Light source | brass lantern 'Urthorach' brass lantern 'Urthorach'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Dex Mental save: +6 (+3 eff.) Silence immunity: +10% Stun/Freeze immunity: +20% Stamina each turn: +2.00 Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | dwarven-steel helm 'Hettyvon' (5 def, 4 armour) dwarven-steel helm 'Hettyvon' (5 def, 4 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +6 Physical power: +8 (+2 eff.) Armour: +4 Defense: +5 (+1 eff.) Fatigue: +4% Changes stats: +4 Str / +9 Dex / +5 Wil / +4 Cun Changes resistances: +9% physical Changes damage: +6% acid Physical save: +10 (+3 eff.) Blindness immunity: +10% Cut immunity: +20% Confusion immunity: +20% Light radius: +5 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Glitterarc the dwarven-steel gauntlets (0 def, 2 armour) Glitterarc the dwarven-steel gauntlets (0 def, 2 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +14 Armour: +2 Fatigue: +3% Damage (Melee): 8 acid Changes stats: +7 Cun / +9 Dex Changes resistances: +7% acid / +9% mind / +6% light Changes resistances penetration: +5% mind / +5% light Changes damage: +3% acid / +6% mind Talent granted: +3 Iron Grip Disarm immunity: +80% When used to modify unarmed attacks: Power: 115% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +14 Armour Penetration: +22 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Corrosive Breath (10% chance level 3). When this weapon hits: Perfect Strike (30% chance level 3). Damage (radius 2) on crit: +7 acid It can be used to activate talent Steady Shot, placing all other charms into a 14 cooldown : Effective talent level: 4.5 Power cost: 14 out of 20/20. Range: 10 Travel Speed: instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Helloath [power 145] (17 cooldown) Helloath [power 145] (17 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +2 Str Changes resistances penetration: +5% fire Changes damage: +3% physical Stamina each turn: +3.00 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 310 Base Damage: 145 Armor: 2 All Resist: 4 Activation puts all charms on cooldown for 17 turns. When used: * Increase the duration of 1 beneficial effects by 1. * Increase all damage penetration by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | gold quartz ring gold quartz ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 50% * 10 arcane resource burn Changes stats: +6 Cun / +6 Dex Changes resistances: +15% darkness / +5% arcane Disarm immunity: +33% Pinning immunity: +32% Stun/Freeze immunity: +30% Knockback immunity: +23% Life regen: +12.00 Maximum life: +89.00 Healing mod.: +14% Rings make your fingers look great! |
On fingers | gold onyx ring gold onyx ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +11 Defense: +10 (+2 eff.) Changes stats: +3 Str / +9 Dex / +3 Mag / +3 Wil / +7 Cun / +3 Con It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 4.5 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around neck | Fanged Collar Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+7 eff.) Mental save: -7 (-3 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
In main hand | Hare-Skin Sling Hare-Skin Sling Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 On weapon hit: * splashes acid on your target dealing 59 damage and reducing their armor When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+2 eff.) Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. It can be used to activate talent Inertial Shot (costing 6 power out of 1/8) : Effective talent level: 4.5 Power cost: 6 out of 1/8. Range: 10 Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 147% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
Around waist | Betivea Betivea Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -12% Changes resistances: +6% lightning / +3% physical Maximum encumbrance: +30 Confusion immunity: +10% Only die when reaching: -20.00 life Maximum life: +91.00 Healing mod.: +5% A belt that goes around your waist. |
In off hand | swashbuckler's stralite shield of crushing (0 def, 8 armour, 167% power, 137.5 block) swashbuckler's stralite shield of crushing (0 def, 8 armour, 167% power, 137.5 block)Requires: - Shield usage training - Cunning 35 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 167% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +138 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +16 (+3 eff.) Physical crit. chance: +8.0% Physical power: +9 (+3 eff.) Armour: +8 Fatigue: +8% Changes stats: +5 Str / +11 Dex Talent granted: +1 Block Handheld deflection devices. |
Cloak | cashmere cloak 'Nadekor' (2 def, 0 armour) cashmere cloak 'Nadekor' (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +21 (+4 eff.) Defense: +2 (+0 eff.) Fatigue: -5% Changes stats: +4 Str / +2 Mag / +3 Con Changes resistances: +9% blight / +24% lightning Reduces incoming crit damage: 15.00% Poison immunity: +20% Stun/Freeze immunity: +40% Maximum life: +74.00 Maximum stamina: +21.00 Mental crit. chance: +2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Zanydunahor the reinforced leather armour (20 def, 7 armour) Zanydunahor the reinforced leather armour (20 def, 7 armour) Requires: - Strength 18 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour penetration: +1 Physical crit. chance: +1.0% Armour: +7 Defense: +20 (+4 eff.) Fatigue: +8% Changes stats: +7 Str / +7 Dex / +1 Cun / +2 Con Changes resistances: +15% blight / +12% physical / +18% nature Reduced damage from: +9% Unnatural Physical save: +32 (+10 eff.) Poison immunity: +50% Disease immunity: +50% Cut immunity: +50% Life regen: +6.00 Hate when firing a critical mind attack: +3.00 A suit of armour made of leather. |
Inventory
medical injector implant (efficiency 81% / cooldown 62%) medical injector implant (efficiency 81% / cooldown 62%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 81% efficiency and cooldown mod of 62%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 95% / cooldown 50%) medical injector implant (efficiency 95% / cooldown 50%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 95% efficiency and cooldown mod of 50%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
This item will automatically be transmogrified when you leave the level. medical injector implant (efficiency 122% / cooldown 80%)medical injector implant (efficiency 122% / cooldown 80%) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 122% efficiency and cooldown mod of 80%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 125% / cooldown 54%) medical injector implant (efficiency 125% / cooldown 54%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 125% efficiency and cooldown mod of 54%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 112% / cooldown 63%) medical injector implant of the warrior (efficiency 112% / cooldown 63%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 112% efficiency and cooldown mod of 63%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 12) steam generator implant of the duelist (steam 12)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.7 steam per turn. Can be activated for an instant burst of 59 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 11) steam generator implant of the titan (steam 11)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.1 steam per turn. Can be activated for an instant burst of 55 steam. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
This item will automatically be transmogrified when you leave the level. heroism infusion (die at -418; dur 8; cd 25)heroism infusion (die at -418; dur 8; cd 25) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 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 8 turns. While Heroism is active, you will only die when reaching -418 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 418 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 478%; cd 10) movement infusion of the titan (speed 478%; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 478% 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 Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 532%; cd 8) movement infusion of the warrior (speed 532%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 532% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 649%; cd 9) movement infusion of the wizard (speed 649%; cd 9)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 649% 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 Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 572; 15 cd) regeneration infusion of the duelist (heal 572; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 572 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level. wild infusion (res 20%; mental; dur 3; cd 12)wild infusion (res 20%; mental; dur 3; cd 12) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 21%; physical; dur 2; cd 10) wild infusion of the psychic (res 21%; physical; dur 2; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 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 21% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 18%; physical; dur 3; cd 10) wild infusion of the wizard (res 18%; physical; dur 3; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 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 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the duelist (range 9; phase 28; cd 16) blink rune of the duelist (range 9; phase 28; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 28%, your defense is increased by 28 and all your resistances by 28%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the titan (range 5; phase 13; cd 17) blink rune of the titan (range 5; phase 13; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 288; dur 5; cd 16)shielding rune (absorb 288; dur 5; cd 16) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 288 damage for 5 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 236; dur 5; cd 17)shielding rune (absorb 236; dur 5; cd 17) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 236 damage for 5 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Air Recycler schematic: Air RecyclerRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell schematic: Antimagic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating schematic: Crystal PlatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder schematic: Flash PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web schematic: Fungal WebRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap schematic: Grounding StrapRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Headlamp 5 schematic: HeadlampRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Healing Salve 3 schematic: Healing SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip 2 schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder schematic: Itching PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to 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 CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator schematic: Mental StimulatorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge schematic: Razor EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots schematic: Rocket BootsRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to 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 CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Projector 2 schematic: Saw ProjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell schematic: Saw ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin schematic: Second SkinRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw 2 schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunderclap Coating 2 schematic: Thunderclap CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Unstoppable Force Salve 2 schematic: Unstoppable Force SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell schematic: Voltaic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Winterchill Edge 3 schematic: Winterchill EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Brandrot the steel amulet Brandrot the steel amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Cun / +2 Mag Changes resistances: +9% mind / +3% fire Changes damage: +5% temporal / +5% light / +5% physical / +6% fire / +3% mind / +5% darkness Critical mult.: +20.00% Spellpower: +5 (+2 eff.) Spell crit. chance: +4% Mental crit. chance: +4% Amulets make your neck look great! |
Gloreth the Lightbrawn Gloreth the LightbrawnInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil / +4 Con Changes resistances penetration: +20% arcane Changes damage: +3% arcane / +12% light Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +3% Amulets make your neck look great! |
Isudata the gold amulet Isudata the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Changes resistances: +12% lightning / +6% nature Changes resistances cap: +5% all Critical mult.: +5.00% Reduces incoming crit damage: 15.00% Physical save: +16 (+5 eff.) Disarm immunity: +10% Pinning immunity: +20% Teleport immunity: +20% Spellpower on spell critical (stacks up to 3 times): +10 Amulets make your neck look great! |
Poxbore the gold amulet Poxbore the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +30 (+10 eff.) Armour: +10 Changes stats: +6 Str / +6 Dex / +7 Wil Changes resistances penetration: +10% nature / +20% physical Critical mult.: +10.00% Only die when reaching: -40.00 life Amulets make your neck look great! |
Chythad the steel ring Chythad the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +6 Cun Changes resistances: +26% nature / +2% physical Changes resistances penetration: +20% physical Changes damage: +13% nature Reduces incoming crit damage: 10.00% Infravision radius: +3 Rings make your fingers look great! |
Eliribrenn the steel ring Eliribrenn the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +10 (+3 eff.) Defense: +20 (+4 eff.) Changes stats: +4 Str Changes resistances: +26% darkness / +3% physical Changes resistances penetration: +5% physical Changes damage: +13% darkness Maximum stamina: +20.00 Rings make your fingers look great! |
Haluldir the Forestwyrd Haluldir the ForestwyrdCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +3% nature Changes resistances penetration: +10% fire Changes damage: +6% mind Stun/Freeze immunity: +22% Life regen: +2.00 Psi when hit: +0.16 Mindpower: +25 (+10 eff.) Rings make your fingers look great! |
Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Lelodor the gold ring Lelodor the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +13 (+2 eff.) Armour penetration: +12 Physical crit. chance: +4.0% Armour: +8 Defense: +10 (+2 eff.) Changes stats: +4 Con Changes damage: +9% blight / +12% physical Critical mult.: +10.00% Physical save: +12 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 4.5 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Prismvault the steel ring Prismvault the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% temporal / +22% nature / +6% light Changes damage: +11% nature Silence immunity: +20% Confusion immunity: +20% Knockback immunity: +20% Maximum life: +40.00 Rings make your fingers look great! |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
The Black Ring The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+3 eff.) Spell crit. chance: +3% Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 8.56 cold and 8.82 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 40 power out of 60/60. This azure ring seems to be always moist to the touch. |
Winterwilder WinterwilderPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 4 cold Changes stats: +4 Mag / +7 Wil / +6 Cun / +3 Con Silence immunity: +23% Mana each turn: +0.21 Spellpower: +9 (+4 eff.) Mindpower: +7 (+4 eff.) Rings make your fingers look great! |
copper ring 'Boralathasta' copper ring 'Boralathasta'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Dex / +5 Con Changes resistances: +12% blight Changes damage: +6% temporal Stun/Freeze immunity: +24% Life regen: +2.00 Rings make your fingers look great! |
pixie's steel ring of misery pixie's steel ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 24 Damage (Melee): 10 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 24 Damage (Ranged): 13 physical Changes stats: +6 Cun / +4 Mag Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Spellpower: +6 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 14 cooldown : Effective talent level: 3.5 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
savage's steel ring of nature (+24%) savage's steel ring of nature (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +24% nature Changes damage: +12% nature Spell save: +10 (+5 eff.) Maximum stamina: +12.00 Rings make your fingers look great! |
sneakthief's steel ring of pilfering sneakthief's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +16 (+3 eff.) Armour penetration: +9 Defense: +8 (+1 eff.) Changes stats: +5 Cun / +4 Dex It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 4.5 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
sneakthief's stralite ring of misery sneakthief's stralite ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+2 eff.) Effects on melee hit: * 14% chance to reduce all saves and defense by 24 Damage (Melee): 14 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 24 Damage (Ranged): 5 physical Changes stats: +7 Cun / +7 Dex Hate when firing a critical mind attack: +2.00 Maximum hate: +12.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 14 cooldown : Effective talent level: 5.5 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
steel ring 'Galefury' steel ring 'Galefury'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +2 Physical crit. chance: +1.0% Fatigue: -6% Changes resistances: +6% lightning / +4% physical Changes damage: +12% lightning Maximum encumbrance: +22 Only die when reaching: -40.00 life Maximum stamina: +30.00 Rings make your fingers look great! |
warrior's copper ring of lightning (+22%) warrior's copper ring of lightning (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% lightning Changes damage: +11% lightning Rings make your fingers look great! |
warrior's steel ring of lightning (+24%) warrior's steel ring of lightning (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +24% lightning Changes damage: +12% lightning Rings make your fingers look great! |
wizard's copper ring of arcana (+0.13/turn) wizard's copper ring of arcana (+0.13/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+3 eff.) Silence immunity: +21% Mana each turn: +0.13 Rings make your fingers look great! |
wizard's steel ring of time (+10%) wizard's steel ring of time (+10%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag Changes resistances: +10% temporal Changes damage: +10% temporal Spell save: +8 (+4 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. thought-forged stralite battleaxe of paradox (157% power, 3 apr)thought-forged stralite battleaxe of paradox (157% power, 3 apr) Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 157% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 26% chance to reduce all saves and defense by 24 Damage (Melee): +20 temporal / +20 mind When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes resistances: +14% temporal Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. dwarven-steel dagger of paradox (118% power, 7 apr)dwarven-steel dagger of paradox (118% power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 119% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +12 temporal When wielded/worn: Changes resistances: +8% temporal Sharp, short and deadly. |
enhanced steel dagger of amnesia (107% power, 6 apr) enhanced steel dagger of amnesia (107% power, 6 apr)Requires: - Dexterity 16 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 107% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) When wielded/worn: Changes stats: +5 Str / +6 Dex / +5 Mag / +5 Wil / +5 Cun / +6 Con Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. flaming stralite greatsword of erosion (162% power, 3 apr)flaming stralite greatsword of erosion (162% power, 3 apr) Requires: - Strength 35 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 163% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +16 nature Damage (radius 1) on hit: +17 fire Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. truestriking stralite greatsword of massacre (168% power, 3 apr)truestriking stralite greatsword of massacre (168% power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 169% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +19 (+4 eff.) Armour penetration: +7 Changes resistances penetration: +10% physical Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Merkul's Second EyeMerkul's Second Eye Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +400% When wielded/worn: Damage (Ranged): 25 arcane Light radius: +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
This item will automatically be transmogrified when you leave the level. Polamira the dwarven-steel mace (135% power, 4 apr)Polamira the dwarven-steel mace (135% power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 135% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +13 light Damage against: +16% Undead When wielded/worn: Changes stats: +4 Wil / +6 Mag Changes resistances: +12% mind Mana when firing critical spell: +2.00 Damage Shield penetration: +30% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Rimewild (98% power, 24 apr, mind damage)Rimewild (98% power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 99% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +12 blight Damage (radius 2) on crit: +12 cold When wielded/worn: Damage (Melee): 7 mind / 8 darkness Changes resistances: +9% cold / +15% fire Changes resistances penetration: +25% blight Changes damage: +15% blight / +7% mind / +5% darkness Talent granted: +1 Attune Mindstar Blindness immunity: +20% Disarm immunity: +20% Mindpower: +6 (+3 eff.) Mental crit. chance: +3% 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. |
This item will automatically be transmogrified when you leave the level. epiphanous vined mindstar of resolve (85% power, 18 apr, mind damage)epiphanous vined mindstar of resolve (85% power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 85% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Wil Changes damage: +7% mind Talent granted: +1 Attune Mindstar Spell save: +3 (+1 eff.) Psi when firing a critical mind attack: +2.00 Mindpower: +7 (+4 eff.) Mental crit. chance: +5% 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. |
Polath the Voidstriker Polath the VoidstrikerRequires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 4 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 Damage (Ranged): +8 darkness Damage (radius 2) on crit: +35 acid / +34 nature When wielded/worn: Armour penetration: +13 Defense: +20 (+4 eff.) Changes stats: +3 Cun / +6 Con Changes resistances: +3% fire Changes resistances penetration: +21% acid / +21% nature Changes damage: +6% darkness / +20% physical Talent mastery: +0.20 Wild-gift / Fungus Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Spell save: +12 (+6 eff.) Blindness immunity: +22% It can be used to regenerate 220 life over 5 turns Activation puts all charms on cooldown for 14 turns. Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. TuligornTuligorn Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Attack speed: 100% Firing range: +8 When wielded/worn: Ammo reloads per turn: +3 Changes stats: +3 Dex Changes resistances penetration: +25% temporal Physical save: +18 (+6 eff.) Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Armethel the Frostenvy (111% power, 3 apr, lightning element)Armethel the Frostenvy (111% power, 3 apr, lightning element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +7.0% Physical power: +7 (+2 eff.) Changes resistances: +15% cold Changes resistances penetration: +15% cold Changes damage: +15% lightning / +6% fire Talent granted: +1 Command Staff Critical mult.: +20.00% Maximum psi: +50.00 Spellpower: +13 (+4 eff.) Spell crit. chance: +5% Mindpower: +20 (+8 eff.) Mental crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elven-wood magestaff of wizardry (129% power, 5 apr, arcane element)elven-wood magestaff of wizardry (129% power, 5 apr, arcane element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Mag / +3 Wil Changes damage: +25% arcane Talent granted: +1 Command Staff Maximum mana: +32.00 Spellpower: +18 (+6 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. imbued elven-wood vilestaff (129% power, 5 apr, blight element)imbued elven-wood vilestaff (129% power, 5 apr, blight element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% blight Talent granted: +1 Command Staff Spellpower: +12 (+4 eff.) Spell crit. chance: +4% Talent on hit(spell): Glacial Vapour (10% chance level 4). Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Olurath (65% power, 1 apr)Olurath (65% power, 1 apr) Requires: - Strength 16 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Power: 127% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +2.0% Attack speed: 100% Block value: +26 Attacks use: 1.0 Steam When used to attack (with talents): Block value: +40 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +4 Armour: +3 Defense: +19 (+4 eff.) Fatigue: +6% Changes resistances: +6% temporal Changes resistances penetration: +10% temporal Talent granted: +1 Block Physical save: +15 (+5 eff.) 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! |
This item will automatically be transmogrified when you leave the level. steel steamsaw 'Hanufang' (107% power, 2 apr)steel steamsaw 'Hanufang' (107% power, 2 apr) Requires: - Strength 16 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Power: 107% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +2.0% Attack speed: 100% Block value: +24 Damage (Melee): +9 temporal Damage (radius 1) on hit: +20 blight Attacks use: 1.0 Steam When wielded/worn: Accuracy: +15 (+3 eff.) Armour: +11 Defense: +4 (+1 eff.) Fatigue: +6% Changes resistances: +10% temporal Changes resistances penetration: +25% physical Changes damage: +9% physical Talent granted: +1 Block Stamina each turn: +2.00 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! |
Duathelstake the hardened leather belt Duathelstake the hardened leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +9 Mag / +16 Wil / +6 Cun Changes resistances: +3% darkness Changes resistances penetration: +10% blight Changes damage: +6% darkness / +6% blight Damage against: +18% Summoned Reduced damage from: +21% Summoned Spell crit. chance: +8% A belt that goes around your waist. |
Glimmertyphoon the hardened leather belt Glimmertyphoon the hardened leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Defense: +23 (+4 eff.) Changes stats: +4 Mag / +5 Wil Changes resistances: +9% light Changes damage: +3% light Stealth bonus: +12 Spell crit. chance: +4% A belt that goes around your waist. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Yvotta the Blindbrace Yvotta the BlindbraceCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 8 light Changes stats: +4 Dex / +4 Cun / +6 Lck Changes resistances: +6% lightning / +6% cold Changes resistances penetration: +10% light Trap disarming bonus: +8 Stealth bonus: +7 Spell save: +15 (+7 eff.) Mental save: +18 (+9 eff.) Only die when reaching: -60.00 life Infravision radius: +4 A belt that goes around your waist. |
balancing hardened leather belt balancing hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Changes stats: +4 Cun / +4 Dex Mental crit. chance: +8% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. grounding hardened leather belt of resiliencegrounding hardened leather belt of resilience Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +10% lightning / +7% temporal Maximum life: +39.00 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. hardened leather belthardened leather belt 1.00 Encumbrance. Type: armor / belt ; tier 3 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. hardened leather belt of the giantshardened leather belt of the giants Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Spell save: +11 (+5 eff.) Size category: +1 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. monstrous hardened leather beltmonstrous hardened leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +4 Str / +4 Con Physical save: +10 (+3 eff.) Size category: +1 A belt that goes around your waist. |
linen cloak 'Freezesear' (6 def, 0 armour) linen cloak 'Freezesear' (6 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Changes resistances: +3% cold Physical save: +3 (+1 eff.) Only die when reaching: -80.00 life Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Branasus (0 def, 0 armour) Branasus (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +21% lightning / +12% temporal / +14% darkness / +23% mind / +13% all Changes resistances penetration: +14% physical / +9% darkness / +5% temporal Changes damage: +14% lightning / +21% physical / +10% darkness / +3% temporal Physical save: +13 (+4 eff.) Spell save: +11 (+5 eff.) Mental save: +28 (+12 eff.) Maximum hate: +9.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +3% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. ancient elven-silk robe (0 def, 0 armour)ancient elven-silk robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +8 Mag Changes resistances: +15% all Changes resistances penetration: +7% temporal / +9% physical Changes damage: +15% temporal / +5% physical Reduces paradox anomalies(equivalent to willpower): +11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven silk robe of life (0 def, 0 armour)mindwoven silk robe of life (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +16% blight / +13% all Mental save: +23 (+10 eff.) Life regen: +2.80 Maximum life: +60.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +4% Healing mod.: +17% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. sunsealed silk robe of Angolwen (5 def, 5 armour)sunsealed silk robe of Angolwen (5 def, 5 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +5 Defense: +5 (+1 eff.) Changes stats: +3 Wil / +11 Mag Changes resistances: +8% darkness / +11% light / +13% all Changes damage: +13% light Silence immunity: +29% Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +46.00 Spellpower: +11 (+4 eff.) Light radius: +3 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)Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +8 Defense: +8 (+1 eff.) Fatigue: +8% Changes stats: +5 Str / +4 Dex Changes resistances: +10% fire Changes damage: +10% fire Pinning immunity: +50% Steampower: +3 (+1 eff.) These boots have a 5% chance to fail to operate properly (reduced by Cunning). It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (98 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (165 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning) Activation costs 12 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. |
Galeking (0 def, 3 armour) Galeking (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Changes stats: +4 Str / +4 Dex / +2 Mag / +4 Wil Changes resistances: +6% blight Changes damage: +18% lightning Stamina each turn: +0.80 Maximum stamina: +18.00 Infravision radius: +2 A pair of boots made of leather. |
Tempestgore (0 def, 1 armour) Tempestgore (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +4 Str / +5 Dex / +6 Lck Changes resistances: +6% blight Changes resistances penetration: +5% lightning Reduces incoming crit damage: 5.00% Stealth bonus: +6 Maximum stamina: +30.00 A pair of boots made of leather. |
Yvussra the Flarestriker (30 def, 3 armour) Yvussra the Flarestriker (30 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +30 (+6 eff.) Changes resistances: +12% mind Changes resistances penetration: +10% arcane / +10% fire Stamina each turn: +0.90 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +80.00 Maximum stamina: +18.00 Spellpower: +20 (+6 eff.) A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. eldritch pair of hardened leather boots (0 def, 3 armour)eldritch pair of hardened leather boots (0 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Mag / +3 Wil Mana each turn: +0.33 Maximum mana: +29.00 Spell crit. chance: +2% A pair of boots made of leather. |
pair of dwarven-steel boots 'Airnoon' (0 def, 4 armour) pair of dwarven-steel boots 'Airnoon' (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +6 Mag Changes resistances: +9% temporal Changes damage: +18% lightning / +6% arcane / +6% blight Critical mult.: +20.00% Silence immunity: +29% Confusion immunity: +38% Stun/Freeze immunity: +32% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Faluneg' (10 def, 8 armour) pair of dwarven-steel boots 'Faluneg' (10 def, 8 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +8 Defense: +10 (+2 eff.) Fatigue: +3% Changes resistances: +11% lightning / +8% temporal / +9% fire / +2% physical / +9% cold Changes resistances penetration: +20% physical Stamina each turn: +0.80 Maximum stamina: +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Yvedhebeth' (0 def, 1 armour) pair of rough leather boots 'Yvedhebeth' (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag / +5 Wil Changes resistances: +9% nature Spell save: +12 (+6 eff.) Cut immunity: +10% Confusion immunity: +20% Stun/Freeze immunity: +20% Maximum hate: +2.00 It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 17 turns. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. traveler's pair of dwarven-steel boots of evasion (11 def, 4 armour)traveler's pair of dwarven-steel boots of evasion (11 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +11 (+2 eff.) Fatigue: -3% Maximum encumbrance: +28 Physical save: +6 (+2 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 20 cooldown : Effective talent level: 5.9 Power cost: 20 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 40% chance to evade melee and ranged attacks and 72 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. wanderer's pair of dwarven-steel boots of phasing (0 def, 4 armour)wanderer's pair of dwarven-steel boots of phasing (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Mag / +4 Wil / +3 Cun / +3 Con Physical save: +14 (+4 eff.) Mental save: +15 (+8 eff.) It can be used to blink to a nearby random location (rad 11) Activation puts all charms on cooldown for 17 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Aniderin the Ichorkiss (0 def, 1 armour) Aniderin the Ichorkiss (0 def, 1 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Cun / +3 Str Changes resistances: +3% nature Changes damage: +9% nature Mental crit. chance: +2% When used to modify unarmed attacks: Power: 104% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Strikefist the hardened leather gloves (0 def, 12 armour) Strikefist the hardened leather gloves (0 def, 12 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +2.0% Armour: +12 Changes stats: +2 Dex / +4 Wil / +3 Con Changes resistances penetration: +20% lightning Changes damage: +6% lightning Critical mult.: +15.00% Physical save: +19 (+6 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +34% When used to modify unarmed attacks: Power: 114% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Juggernaut (10% chance level 1). Damage (Melee): +15 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 20 cooldown : Effective talent level: 5.5 Power cost: 20 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 37% and provides a 21% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. spellstreaming hardened leather gloves of the iron hand (0 def, 2 armour)spellstreaming hardened leather gloves of the iron hand (0 def, 2 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes stats: +3 Str / +3 Wil / +3 Con Talent mastery: +0.20 Technique / Grappling Disarm immunity: +34% Mana each turn: +0.10 Spellpower: +6 (+2 eff.) Spell crit. chance: +3% When used to modify unarmed attacks: Power: 114% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 3). When this weapon hits: Elemental Bolt (10% chance level 3). Damage (Melee): +8 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aletta's Diadem (0 def, 0 armour) Aletta's Diadem (0 def, 0 armour)Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes damage: +10% mind Mindpower: +12 (+5 eff.) Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 6 power out of 10/10) : Effective talent level: 4.5 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 100.75 mind damage and cripples the target's higher mental functions, reducing cunning by 11 and confusing (29% power) the target for 5 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Ebonyvein (0 def, 1 armour) Ebonyvein (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 darkness Changes stats: +6 Str / +6 Dex Changes resistances: +6% blight / +9% fire / +9% cold Spell save: +18 (+9 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 14 cooldown : Effective talent level: 4.5 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 185.7 Physical damage. If the attack hits, the target is confused (46% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
Radiancestreaker (0 def, 5 armour) Radiancestreaker (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +20 (+4 eff.) Physical crit. chance: +5.0% Physical power: +10 (+3 eff.) Armour: +5 Fatigue: +1% Changes resistances: +3% light Physical save: +13 (+4 eff.) A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level. cashmere wizard hat (2 def, 0 armour)cashmere wizard hat (2 def, 0 armour) 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. clarifying cashmere wizard hat of madness (2 def, 0 armour)clarifying cashmere wizard hat of madness (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +8 Cun / +4 Wil Mental save: +21 (+10 eff.) Mental crit. chance: +6% It can be used to activate talent Hateful Whisper, placing all other charms into a 10 cooldown : Effective talent level: 4.5 Power cost: 10 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 131 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.6 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 32% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
hardened leather hat 'Arccast' (30 def, 15 armour) hardened leather hat 'Arccast' (30 def, 15 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Armour: +15 Defense: +30 (+6 eff.) Fatigue: +3% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 lightning Changes stats: +4 Str / +5 Con Changes resistances penetration: +10% lightning A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level. shielding cashmere wizard hat of knowledge (2 def, 0 armour)shielding cashmere wizard hat of knowledge (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Mag / +5 Wil / +5 Cun Spell save: +11 (+5 eff.) Mindpower: +5 (+3 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. radiant stralite mail armour of Eyal (4 def, 8 armour)radiant stralite mail armour of Eyal (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Changes stats: +3 Wil Changes resistances: +18% blight / +22% darkness Life regen: +3.00 Maximum life: +49.00 Light radius: +1 Healing mod.: +10% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Rogue Plight (6 def, 7 armour)Rogue Plight (6 def, 7 armour) Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+1 eff.) Fatigue: +7% Changes stats: +5 Wil / +4 Con Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
duelist's hardened leather armour of the wind (20 def, 9 armour) duelist's hardened leather armour of the wind (20 def, 9 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +8 Physical crit. chance: +5.0% Armour: +9 Defense: +20 (+4 eff.) Fatigue: +8% Changes stats: +6 Cun / +5 Dex Stamina each turn: +0.70 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 23 cooldown : Effective talent level: 6.5 Power cost: 23 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 74 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. radiant dwarven-steel plate armour (0 def, 11 armour)radiant dwarven-steel plate armour (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes stats: +4 Wil Changes resistances: +14% blight / +15% darkness Light radius: +1 A suit of armour made of metal plates. |
Shiverwarden the stralite shield (0 def, 15 armour, 160% power, 216.5 block) Shiverwarden the stralite shield (0 def, 15 armour, 160% power, 216.5 block)Requires: - Shield usage training - Cunning 35 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 160% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +216 Damage (Melee): +10 nature / +24 cold When wielded/worn: Armour: +15 Fatigue: +8% On shield block: * Deals 125 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +6 Wil Changes resistances: +17% blight / +24% cold / +14% nature Changes resistances penetration: +10% cold Talent granted: +1 Block Hate when firing a critical mind attack: +2.00 Maximum life: +94.00 Maximum psi: +30.00 Mindpower: +5 (+3 eff.) Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. Icearc the quiver of ash arrows (16/16, 122% power, 7 apr)Icearc the quiver of ash arrows (16/16, 122% power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 122% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 16 On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (Ranged): +16 lightning / +20 light / +20 arcane Damage (radius 1) on hit: +20 cold Damage (radius 2) on crit: +16 arcane / +20 light Arrows are used with bows to pierce your foes to death. |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
609 alchemist agate 609 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
10 topaz 10 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. Neruyana the dwarven-steel pickaxe (dig speed 24 turns)Neruyana the dwarven-steel pickaxe (dig speed 24 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +3 Mag / +5 Wil Mana each turn: +0.28 Spellpower: +15 (+5 eff.) Infravision radius: +2 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Salolaith (dig speed 38 turns) Salolaith (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Changes stats: +6 Str Changes resistances: +3% cold / +11% nature / +3% light Changes damage: +6% nature Physical save: +3 (+1 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to 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 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(58 power, based on Willpower) Activation costs 7 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Chamasador' brass lantern 'Chamasador'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +25 (+5 eff.) Changes stats: +2 Dex Changes damage: +3% arcane / +18% temporal Only die when reaching: -80.00 life Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Unlightreeve' brass lantern 'Unlightreeve'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Str / +2 Con Changes damage: +3% darkness / +3% cold Mental save: +6 (+3 eff.) Light radius: +3 See stealth: +6 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
watchleader's alchemist's lamp watchleader's alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Blindness immunity: +26% Confusion immunity: +19% Light radius: +7 See stealth: +9 See invisible: +12 It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 9.8 Power cost: 27 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 46 for 10 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 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. |
5 garnet 5 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 132 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
chilling pouch of dwarven-steel shots of annihilation (20/20, 144% power, 7 apr) chilling pouch of dwarven-steel shots of annihilation (20/20, 144% power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 144% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +9.0% Capacity: 20 Travel speed: +200% Damage (Ranged): +16 cold Shots are used with slings to pummel your foes to death. |
high-capacity pouch of dwarven-steel shots (49/49, 135% power, 3 apr) high-capacity pouch of dwarven-steel shots (49/49, 135% power, 3 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 135% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 49 When wielded/worn: Ammo reloads per turn: +1 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. pouch of dwarven-steel shots (19/19, 138% power, 3 apr)pouch of dwarven-steel shots (19/19, 138% power, 3 apr) Requires: - Dexterity 24 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 139% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 19 Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots 'Camathel' (17/17, 137% power, 8 apr) pouch of dwarven-steel shots 'Camathel' (17/17, 137% power, 8 apr)Requires: - Dexterity 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Power: 137% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +5.0% Capacity: 17 On weapon hit: * 8% chance to gain 10% of a turn (3/turn limit) * 20% chance to knock the target back 3 spaces and deal 145 physical damage Travel speed: +200% Damage (Ranged): +17 physical / +11 temporal Damage (radius 1) on hit: +10 fire When wielded/worn: Ammo reloads per turn: +3 Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of stralite shots of annihilation (24/24, 157% power, 11 apr) psychokinetic pouch of stralite shots of annihilation (24/24, 157% power, 11 apr)Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 158% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +11 Crit. chance: +11.5% Capacity: 24 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 145 physical damage Travel speed: +200% Damage (Ranged): +14 physical Shots are used with slings to pummel your foes to death. |
powerful air recycler powerful air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Silence immunity: +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
stralite razor edge stralite razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Armour Penetration: +16 Crit. chance: +16.0% Tinkers can be attached to normal items to improve them with steam power! |
This item will automatically be transmogrified when you leave the level. Kehek the steel torque of psionic shield [power 59] (17 cooldown)Kehek the steel torque of psionic shield [power 59] (17 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances penetration: +15% blight Changes damage: +9% arcane Spell save: +9 (+4 eff.) Mana when firing critical spell: +2.00 Spellpower: +30 (+8 eff.) Spell crit. chance: +8% It can be used to setup a psionic shield, reducing all damage taken by 59 for 5 turns Activation puts all charms on cooldown for 17 turns. When used: * Gain a 17% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Rheruistir the steel torque of mindblast [power 170] (10 cooldown) Rheruistir the steel torque of mindblast [power 170] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Armour: +4 Changes resistances: +2% physical Reduces incoming crit damage: 5.00% Life regen: +2.00 It can be used to blast the opponent's mind dealing 180 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 10 turns. When used: * Reduce fatigue by 26% for 2 turns. * Reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
focusing dwarven-steel torque of psionic shield [power 69] (17 cooldown) focusing dwarven-steel torque of psionic shield [power 69] (17 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all damage taken by 69 for 5 turns Activation puts all charms on cooldown for 17 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 110] (10 cooldown) elm totem of healing [power 110] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
6 amethyst 6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Hazeterror [power 314] (14 cooldown) Hazeterror [power 314] (14 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal Changes resistances: +9% cold Changes resistances penetration: +5% temporal Changes damage: +3% cold Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to create a shield absorbing up to 314 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 14 turns. When used: * Increase the duration of 2 beneficial effects by 2. * Cleanse 2 total effects of type disease, wound, or poison. * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 ametrine 12 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine 7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon 8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By 76 David I the Halfling Skirmisher level 25
43rd Haze 122nd year of Ascendancy at 19:07 see stats
By 76 David I the Halfling Skirmisher level 23
38th Haze 122nd year of Ascendancy at 17:42 see stats
By 76 David I the Halfling Skirmisher level 27
55th Pyre 123rd year of Ascendancy at 18:42 see stats
By 76 David I the Halfling Skirmisher level 23
39th Haze 122nd year of Ascendancy at 02:37 see stats
By 76 David I the Halfling Skirmisher level 33
49th Dusk 123rd year of Ascendancy at 19:34 see stats
By 76 David I the Halfling Skirmisher level 25
43rd Haze 122nd year of Ascendancy at 14:27 see stats
By 76 David I the Halfling Skirmisher level 10
8th Mirth 122nd year of Ascendancy at 12:49 see stats
By 76 David I the Halfling Skirmisher level 20
31st Haze 122nd year of Ascendancy at 09:34 see stats
By 76 David I the Halfling Skirmisher level 30
63rd Pyre 123rd year of Ascendancy at 15:26 see stats
By 76 David I the Halfling Skirmisher level 25
43rd Haze 122nd year of Ascendancy at 19:07 see stats
By 76 David I the Halfling Skirmisher level 25
64th Haze 122nd year of Ascendancy at 22:57 see stats
By 76 David I the Halfling Skirmisher level 31
45th Dusk 123rd year of Ascendancy at 22:46 see stats
By 76 David I the Halfling Skirmisher level 15
66th Dusk 122nd year of Ascendancy at 06:32 see stats
By 76 David I the Halfling Skirmisher level 25
43rd Haze 122nd year of Ascendancy at 19:07 see stats
By 76 David I the Halfling Skirmisher level 7
78th Pyre 122nd year of Ascendancy at 19:46 see stats
By 76 David I the Halfling Skirmisher level 25
43rd Haze 122nd year of Ascendancy at 19:07 see stats
By 76 David I the Halfling Skirmisher level 7
2nd Mirth 122nd year of Ascendancy at 04:20 see stats
By 76 David I the Halfling Skirmisher level 23
40th Haze 122nd year of Ascendancy at 01:48 see stats
By 76 David I the Halfling Skirmisher level 18
28th Haze 122nd year of Ascendancy at 23:35 see stats
Log
Resting starts...
Talent Luck of the Little Folk is ready to use.
Rested for 3 turns (stop reason: all resources and life at maximum).
76 David I picks up ( .): epiphanous vined mindstar of resolve (85% power, 18 apr, mind damage).
There is a next level here (press '' or right click to use).
Ran for 45 turns (stop reason: at exit).
You carry too much--you are encumbered!
Drop some of your items.
You are no longer encumbered.
You collect a new ingredient: lump of dwarven steel (1).
You gain 10.19 gold from the melting of Silidaba the dwarven-steel shield (0 def, 6 armour, 133% power, 79 block).
You collect a new ingredient: lump of stralite (1).
You gain 7.35 gold from the melting of wrathful stralite shield of shrapnel (0 def, 8 armour, 166% power, 139.5 block).
You gain 25.00 gold from the melting of Arebeth the reinforced leather armour (19 def, 12 armour).
Saving game...
76 David I uses Create Tinker.
Saving done.
76 David I uses Create Tinker.
Created tinker: stralite razor edge
You attach stralite razor edge to your Hare-Skin Sling .
You detach stralite razor edge from your Hare-Skin Sling.
76 David I uses Create Tinker.
Created tinker: mastercraft acid groove
You attach mastercraft acid groove to your Hare-Skin Sling .