











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! 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.
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Embers 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:
Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Ignore Race/Class Locks 1.7.0Modifies 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: 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:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Cornac |
Class | Cursed |
Level / Exp | 42 / 47% |
Size | big |
Lifes / Deaths | Killed by Cultist at level 22 on the 77th Haze 122nd year of Ascendancy at 20:01 0 / 7Killed by Shasshhiy'Kaish at level 22 on the 78th Haze 122nd year of Ascendancy at 03:19 Killed by orc necromancer at level 23 on the 18th Regrowth 123rd year of Ascendancy at 01:03 Killed by Borfast the Broken at level 24 on the 32nd Regrowth 123rd year of Ascendancy at 07:46 Killed by Ce'Nuthra the temporal stalker at level 34 on the 2nd Haze 123rd year of Ascendancy at 19:05 Killed by orc necromancer at level 40 on the 47th Pyre 124th year of Ascendancy at 14:48 Killed by Tortured Mass Poruriatira at level 42 on the 52nd Pyre 124th year of Ascendancy at 03:38 |
Primary Stats
Strength | 129 (base 60) |
Dexterity | 40 (base 10) |
Constitution | 44 (base 42) |
Magic | 13 (base 10) |
Willpower | 69 (base 60) |
Cunning | 43 (base 10) |
Resources
Life | 1292/1292 |
Mana | 641/641 |
Steam | 100/100 |
Hate | 58/117 |
Healing Factor | 1.0880007465519 |
Regeneration | 0.27200018663798 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +32% |
Spell | 0% |
Global | +100% |
Vision
Sight | 13 |
Lite | 8 |
Infravision | 16 |
See Stealth | 35 |
See Invisible | 37 |
Offense: Mainhand
Damage | 171 |
Accuracy | 58 |
Crit Chance | 50% |
APR | 34 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 13 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 60 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Acid | +68% |
Blight | +35% |
Physical | +20% |
Cold | +19% |
All | +10% |
Darkness | +13% |
Light | +42% |
Mind | +19% |
Fire | +45% |
Nature | +41% |
Offense: Damage Penetration
Acid | +20% |
Nature | +35% |
Cold | +51% |
Lightning | +31% |
Mind | +30% |
All | +10% |
Defense: Base
Armour (hardiness) | 68.723073231957 (96.438666929426%) |
Defense | 47 |
Ranged Defense | 47 |
Fatigue | 0 |
Physical Save | 45 |
Spell Save | 24 |
Mental Save | 44 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 18%( 70%) |
Arcane | + 15%( 70%) |
Cold | + 69%( 70%) |
All | + 10%( 70%) |
Lightning | + 23%( 70%) |
Light | + 32%( 70%) |
Physical | + 17%( 70%) |
Mind | + 39%( 70%) |
Darkness | + 15%( 70%) |
Fire | + 47%( 70%) |
Nature | + 31%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Stun Resistance | 55% |
Pinning Resistance | 75% |
Confusion Resistance | 50% |
Fear Resistance | 45% |
Disarm Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 70% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 307 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 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 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 330 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Cursed / Predator | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Cursed / Rampage | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 3/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 3/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Repel |
talent | Chant of Fortitude |
talent | Gloom |
talent | Stalk |
talent | Savage Hunter |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.2)Penalty : Fractured Sanity: -4% Mind Resistance, -5% Confusion Immunity Power 1+: Unleashed: +4% critical damage, +3% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)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 Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Wrathroot. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past. You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has changed the iron acorn which now serves as a cruel reminder of your past and present. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
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 |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. | active |
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 shadow has asked that you come back as soon as possible. The fortress's current energy level is: 60. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
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 | ![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Phys.save +15 (+5 eff.) Pinning- +75% Knockbk- +25% Teleport- +100% Generate 3 steam each time you walk. Boots. But with steam power! |
Light source | ![]() 1.0 lite [Unique] Arcane While equipped: dps ---------- Dmg.mod +20% light ---------- misc Light +8 See.Stealth +10 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 71.32 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 71.32 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
On head | ![]() 2.0 T4 head armor [Unique] Steamtech While equipped: Stats +10 Cun dps ---------- Steam.crit +5% Steampwr +15 (+5 eff.) Dmg.mod +10% physical ----- def ----- Defense +12 (+4 eff.) Resists +15% fire ---------- misc Steam/turn +1.00 Infravis +9 Sight +3 See.Stealth +25 See.Invis +25 Blind-Fight: No penalty when attacking invisible/stealthed On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% ---------- misc Talents +5 Fatal Attractor Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
Tool | ![]() 2.0 T3 torque charm [Rare] Psionic While equipped: ----- def ----- Armour +2 Resists +6% mind Mind.save +9 (+3 eff.) Heal.mod +5% Stun/Frz- +10% Teleport- +20% ---------- misc Max.psi +10.00 Setup a psionic shield, reducing all damage taken by 73 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +7 Cun +2 Con dps ---------- Melee+ 14 physical Ranged+ 16 physical Dmg.mod +12% light +3% darkness On Hit (Melee): * 13% chance to reduce all saves and defense by 35 * 20% chance to reduce damage dealt by 28% On Hit (Ranged): * 13% chance to reduce all saves and defense by 35 ----- def ----- Resists +12% acid +24% light +14% fire +14% lightning +16% cold ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() 0.1 T4 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +18% acid +9% cold Res.pen +20% cold On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +60% acid +30% cold +5% arcane +9% blight Rings make your fingers look great! |
Around neck | ![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +5 Str +3 Mag +3 Cun dps ---------- Mind.pwr +10 (+2 eff.) Melee Ret 10 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 35 ----- def ----- Crit.chn- 15.00% ---------- misc Max.hate +10.00 Infravis +3 Amulets make your neck look great! |
In main hand | ![]() 3.0 T4 mace 1H weapon [Random Unique] Nature/Master Power 42.5 - 59.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +25 Crit +22.5% Atk.spd 100% On Crit.r2 +30 lightning +20 cold While equipped: dps ---------- Mov.spd +32% Dmg.mod +6% nature Res.pen +21% lightning +21% cold +25% nature +10% all Acc +17 (+4 eff.) Apr +9 Melee Ret 10 nature ----- def ----- Resists +3% nature Curse of Madness Blunt and deadly. |
Around waist | ![]() |
In off hand | ![]() 7.0 T4 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 53.5 - 64.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +271 While equipped: Stats +11 Wil dps ---------- Phasing +30% Melee Ret 6 blight ----- def ----- Armour +13 Defense +30 (+10 eff.) Fatigue +8% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun dps ---------- Mind.pwr +6 (+1 eff.) Dmg.mod +15% acid Res.pen +10% acid ----- def ----- Defense +10 (+3 eff.) Resists +20% cold +20% nature ---------- misc Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray 2 Dissolve: Level 2.4 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 45% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Main armor | ![]() 17.0 T2 massive armor Reqs Massive armour training [Rare] Arcane While equipped: dps ---------- Melee+ 10 acid 12 fire Dmg.mod +9% mind Res.pen +20% mind Melee Ret 10 acid 11 fire On Hit (Melee): * 20% chance to reduce armor by 17% * 10% chance to slow global speed by 63% * 10% chance to reduce all saves and defense by 35 ----- def ----- Armour +9 Fatigue +22% Resists +16% acid +12% fire A suit of armour made of metal plates. |
Inventory
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 95% efficiency and cooldown mod of 72%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 160% efficiency and cooldown mod of 89%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 135% efficiency and cooldown mod of 71%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 173% efficiency and cooldown mod of 66%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 170% efficiency and cooldown mod of 89%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 7.5 steam per turn. Can be activated for an instant burst of 38 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 14.0 steam per turn. Can be activated for an instant burst of 70 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.1 steam per turn. Can be activated for an instant burst of 51 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.7 steam per turn. Can be activated for an instant burst of 48 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.6 steam per turn. Can be activated for an instant burst of 48 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 17% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 218 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 313 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 66 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 535% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 196 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 448 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 524 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 23% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 12 Travel.spd 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 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 10 Travel.spd 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 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 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 12%, your defense is increased by 12 and all your resistances by 12%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 165 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 468.60 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 physical, 3 blight, 4 cold, 3 temporal, 4 fire Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 257.04 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 169.93 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 73 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 149 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 36 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 257 damage for 3 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 437 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 89 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Unknown Summon Limmir the jeweler at the center of the lake of the moon. Uses 1 power out of 1/1 Magical scrolls can have wildly different effects! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +10% mind Confus- +22% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.13 Cursed/Cursed aura Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +11% fire +11% cold ---------- misc Masteries +0.11 Cursed/Gloom Amulets make your neck look great! |
![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +4 Cun dps ---------- Mind.crit +3% Mind.pwr +30 (+7 eff.) ----- def ----- Resists +6% acid +15% cold ---------- misc Equi/ret +0.08 Psi/ret +0.20 Masteries +0.22 Cunning/Survival +0.22 Technique/Combat training Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Mind.crit +1% On Hit (Melee): * 10% chance to slow global speed by 63% ----- def ----- Armour +2 Resists +13% lightning +3% temporal Phys.save +3 (+1 eff.) Stun/Frz- +22% Teleport- +20% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +8 Cun +9 Dex ----- def ----- Armour +5 Defense +8 (+2 eff.) Resists +6% cold Res.Cap +4% all Crit.chn- 10.00% Phys.save +19 (+6 eff.) Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 176 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
![]() 0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+2 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+11 eff.) Confus- -100% On Mind Hit: 8% Sunder Mind 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. This item has been sent to the Item's Vault. |
![]() 0.1 T3 amulet jewelry [Rare] Arcane While equipped: Stats +4 Con +6 Mag dps ---------- Spell.crit +2% Spell.pwr +20 (+13 eff.) Melee Ret 4 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 8 ----- def ----- Resists +15% blight ---------- misc Max.mana +80.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% HP.reg +2.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Con ----- def ----- Resists +17% temporal Pinning- +20% Knockbk- +23% Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Mag dps ---------- S.pwr/crit +4 ----- def ----- Phys.save +14 (+4 eff.) Spell.save +14 (+7 eff.) Mind.save +16 (+5 eff.) ---------- misc Mana/turn +0.50 Max.mana +37.00 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego+] Master While equipped: ---------- misc Masteries +0.29 Cursed/Strife +0.29 Technique/Combat training Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego+] Master While equipped: Stats +5 Dex +3 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego++] Arcane/Nature While equipped: Stats +4 Con dps ---------- Melee+ 10 light 10 darkness Dmg.mod +10% light +15% darkness On Melee Ret: * 10% chance to reduce damage dealt by 28% * 11% chance to blind ----- def ----- Phys.save +13 (+4 eff.) Max.HP +50.00 HP.reg +6.00 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Arcane While equipped: dps ---------- Crit.mult +18.00% Spell.pwr +10 (+8 eff.) Dmg.mod +12% blight +13% fire Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +10% acid Acc +4 (+1 eff.) ----- def ----- Resists +20% acid Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Str ----- def ----- Armour +4 Mind.save +5 (+1 eff.) Confus- +20% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +9% acid +3% nature Melee Ret 6 acid On Hit (Melee): * 10% chance to reduce damage dealt by 28% ----- def ----- Resists +6% acid +3% darkness Mind.save +8 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Spell.crit +3% Crit.mult +20.00% Phys.pwr +8 (+2 eff.) Spell.pwr +18 (+12 eff.) Mind.pwr +7 (+1 eff.) Dmg.mod +9% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 8 ----- def ----- Resists +3% blight Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% arcane +3% mind On Hit (Melee): * 20% chance to reduce damage dealt by 28% ----- def ----- Resists +9% mind +3% cold +20% darkness +12% arcane Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+1 eff.) ----- def ----- HP.reg +3.00 Stun/Frz- +24% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +20 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +12% cold ----- def ----- Resists +24% cold Mind.save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +2 Con ----- def ----- Spell.save +13 (+7 eff.) ---------- misc Max.stam +12.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% fire Res.pen +5% acid +10% fire Melee Ret 2 darkness 6 fire On Hit (Melee): * 10% chance to reduce damage dealt by 28% ----- def ----- HP.reg +3.00 Stun/Frz- +21% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +2 Wil dps ---------- Crit.mult +10.00% Res.pen +10% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 28% ----- def ----- HP.reg +4.00 Stun/Frz- +32% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.24 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+4 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +16% physical +15% nature +9% mind Res.pen +10% nature +20% temporal On Hit (Melee): * 20% chance to reduce all saves and defense by 35 ----- def ----- Resists +6% temporal +12% nature +16% physical Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +5 Str +7 Con dps ---------- Melee Ret 10 blight ----- def ----- Armour +10 Resists +6% blight ---------- misc Light +3 Infravis +3 See.Invis +3 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+2 eff.) Max.HP +25.00 Disarm- +28% Pinning- +31% Knockbk- +25% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T5 ring jewelry [Ego++] Nature While equipped: ----- def ----- Resists +15% nature +8% blight Max.HP +67.00 HP.reg +13.00 Heal.mod +11% Poison- +23% Disease- +20% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Acc +11 (+3 eff.) Apr +10 ----- def ----- Defense +9 (+3 eff.) Resists +10% nature +11% blight Poison- +13% Disease- +21% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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! |
![]() 5.0 T4 staff 2H weapon Reqs Mag 35 [Rare] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +17% Spell.pwr +16 (+11 eff.) S.pwr/crit +10 Dmg.mod +12% blight +25% arcane +6% nature Res.pen +15% nature +25% cold ---------- misc Vim/s.crit +2.00 Max.P.En +15.00 Max.N.En +15.00 Talents +1 Command Staff Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Rare] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Mag +6 Wil dps ---------- Spell.crit +5% Spell.pwr +21 (+14 eff.) Dmg.mod +30% blight ----- def ----- Resists +9% acid +6% temporal +15% light +6% lightning Die.at -80.00 life HP.reg +4.00 Knockbk- +20% ---------- misc Max.mana +110.00 Talents +1 Command Staff Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 battleaxe 2H weapon [Unique] Master Power 45.0 - 67.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+3 eff.) Stun/Frz- +20% Knockbk- +40% Curse of Corpses The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. This item has been sent to the Item's Vault. |
![]() 3.0 T3 battleaxe 2H weapon [Ego++] Nature/Master Power 34.0 - 51.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Crit.r2 +73 fire On Crit: * Wound the target dealing 266 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +14.0% Phys.pwr +10 (+3 eff.) All.spd +4% Res.pen +16% fire Curse of Misfortune Massive two-handed battleaxes. |
![]() 3.0 T4 battleaxe 2H weapon [Rare] Nature Power 51.5 - 77.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +15.5% Atk.spd 100% Melee+ +24 nature On Hit.r1 +16 mind On Crit.r2 +20 physical On Hit: * 20% chance to reduce all saves and defense by 35 While equipped: ----- def ----- Armour +6 Curse of Nightmares Massive two-handed battleaxes. |
![]() 3.0 T5 greatsword 2H weapon [Random Unique] Arcane/Master/Psionic Power 65.0 - 104.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +20 darkness Against +24% Living On Crit: * Splash the target with acid dealing 17 damage over 5 turns and reducing armor and accuracy by 3 While equipped: Stats +1 Str +5 Mag +3 Con dps ---------- Res.pen +12% physical Acc +31 (+8 eff.) Apr +21 ----- def ----- Spell.save +6 (+3 eff.) Curse of Madness Massive two-handed swords. |
![]() 3.0 T4 longsword 1H weapon [Random Unique] Arcane/Master Power 38.5 - 53.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +10 blight On Hit: * 19% chance to reduce strength, dexterity, and constitution by 8 On Crit: * Splash the target with acid dealing 17 damage over 5 turns and reducing armor and accuracy by 3 While equipped: dps ---------- Res.pen +15% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 8 ---------- misc Hate/m.crit +2.00 Curse of Misfortune Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon [Random Unique] Arcane/Master Power 34.0 - 47.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Hit.r1 +8 cold On Hit: * Create an explosion dealing 15 cold damage (1/turn) While equipped: Stats +6 Str dps ---------- Dmg.mod +9% physical +21% cold Res.pen +13% cold Acc +28 (+7 eff.) Melee Ret 2 cold ----- def ----- Defense +10 (+3 eff.) Resists +3% cold +21% fire Disarm- +26% Curse of Madness Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Ego++] Master Power 43.0 - 60.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +5 Dex dps ---------- Phys.crit +10.0% Phys.spd +10% Acc +20 (+5 eff.) Curse of Nightmares Sharp, long, and deadly. |
![]() 3.0 T3 waraxe 1H weapon [Random Unique] Master/Psionic Power 30.0 - 42.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +7 darkness Against +8% Living On Hit.r1 +8 darkness On Hit: * 10 arcane resource burn While equipped: dps ---------- Dmg.mod +9% darkness Res.pen +7% all Acc +12 (+3 eff.) Apr +7 Melee Ret 4 darkness Curse of Nightmares One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Random Unique] Nature/Disrupt/Master Power 41.5 - 58.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit.r2 +21 acid +26 nature On Hit: 20% Netherblast 4 On Crit: * Deals 100 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +2 Wil dps ---------- Phys.crit +4.0% Phys.pwr +10 (+3 eff.) Res.pen +21% acid +15% nature Apr +9 ---------- misc Infravis +3 On Spell Hit: 20% Netherblast 4 Curse of Misfortune One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Arcane Power 40.5 - 56.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +5 cold On Hit.r1 +8 darkness +24 fire While equipped: dps ---------- Res.pen +15% temporal Melee Ret 2 temporal On Hit (Melee): * 20% chance to reduce damage dealt by 28% ----- def ----- Resists +6% darkness Curse of Madness One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Rare] Psionic Power 42.0 - 58.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +16 light +15 darkness +20 nature Against +20% Living On Hit.r1 +8 acid +20 darkness +8 light While equipped: dps ---------- Melee Ret 4 light On Hit (Melee): * 20% chance to reduce damage dealt by 28% ----- def ----- Resists +9% light +6% acid Curse of Corpses One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego++] Master Power 40.5 - 56.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +13.0% Crit.mult +25.00% Res.pen +11% physical Acc +19 (+5 eff.) Apr +25 Curse of Corpses One-handed war axes. |
![]() 1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 55% Dex, 35% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+2 eff.) Curse of Nightmares A thin, dark dagger that seems to meld seamlessly into the shadows. This item has been sent to the Item's Vault. |
![]() 1.0 T3 dagger 1H weapon [Random Unique] Arcane/Nature/Master Power 20.0 - 26.0 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +6.0% Atk.spd 100% Phasing +11% While equipped: Stats +13 Con +6 Wil dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +9% physical Melee Ret 2 cold ----- def ----- Spell.save +3 (+2 eff.) Die.at -80.00 life Max.HP +27.00 Disarm- +14% Teleport- +20% Curse of Madness Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Random Unique] Disrupt/Master Power 52.5 - 68.2 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * 19 arcane resource burn * 20% chance to slow global speed by 63% While equipped: Stats +3 Wil dps ---------- Res.pen +10% acid +11% all Acc +14 (+3 eff.) Apr +10 ----- def ----- Resists +12% blight Curse of Shrouds Sharp, short and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 Curse of Misfortune This mindstar glows with a bright warm light, but seems somehow incomplete. This item has been sent to the Item's Vault. |
![]() 3.0 T5 mindstar 1H weapon [Rare] Nature Power 15.5 - 17.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Hit: * 20% chance to reduce strength, dexterity, and constitution by 8 While equipped: Stats +5 Str +4 Dex +5 Mag +12 Wil +7 Cun +3 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Melee+ 16 lightning Dmg.mod +18% lightning +15% arcane Res.pen +27% lightning Phasing +20% On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 8 ----- def ----- Resists +38% lightning ---------- misc Mana/s.crit +2.00 Talents +1 Attune Mindstar Curse of Corpses 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. |
![]() 4.0 T4 longbow 2H weapon Reqs Shoot [Random Unique] Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 On Crit.r2 +26 acid +44 nature While equipped: Stats +9 Str +9 Dex +11 Mag +12 Wil +11 Cun +9 Con dps ---------- Phys.pwr +12 (+3 eff.) Res.pen +17% acid +15% nature Apr +12 ----- def ----- Resists +2% physical ---------- misc Reload +1 Stam/turn +3.00 Curse of Shrouds Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 sling 1H weapon Reqs Dex 48 Shoot [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: dps ---------- Res.pen +11% all Acc +22 (+5 eff.) Apr +7 Curse of Madness Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 steamgun 1H weapon Reqs Dex 48 Shoot [Ego++] Nature/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% On Crit.r2 +32 acid +19 nature Uses 2.0 Steam While equipped: Stats +14 Con +10 Wil dps ---------- Res.pen +17% acid +22% nature Apr +11 ----- def ----- Max.HP +71.00 Curse of Misfortune Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T2 arrow ammo [Rare] Arcane Power 19.5 - 27.3 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 23 Ranged+ +20 cold +20 mind +20 arcane On Hit.r1 +12 mind On Crit.r2 +20 arcane Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 arrow ammo [Unique] Arcane Power 34.0 - 47.6 Bright light Uses 60% Dex, 20% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +2.0% Capacity 25 Proj.spd +300% On Hit: * 25% chance to blind Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
![]() 3.0 T5 arrow ammo Reqs Dex 48 [Rare] Arcane Power 51.5 - 72.1 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 21 Ranged+ +20 lightning On Hit.r1 +20 mind On Hit: * 20% chance to reduce all saves and defense by 35 On Crit: * Splash the target with acid dealing 17 damage over 5 turns and reducing armor and accuracy by 3 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T2 shot ammo [Rare] Master Power 23.5 - 28.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +6 Apr +2 Crit +4.5% Capacity 17 Ranged+ +20 mind On Hit.r1 +20 mind +12 cold On Hit: * 20% chance to reduce all saves and defense by 35 Shots are used with slings to pummel your foes to death. This item has been sent to the Item's Vault. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 30.5 - 36.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +3.5% Block +122 While equipped: Stats +6 Dex dps ---------- Phys.pwr +25 (+6 eff.) ----- def ----- Armour +21 Fatigue +8% Resists +14% physical ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Ego+] Psionic When used to Attack: Power 31.5 - 37.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +82 Melee+ +17 physical While equipped: Stats +3 Wil ----- def ----- Armour +6 Fatigue +8% Resists +12% physical Shield.near.proj +43 Proj.slow +18% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Ego+] Arcane/Master When used to Attack: Power 51.5 - 61.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +200 Melee+ +11 light +14 darkness While equipped: Stats +5 Cun +1 Mag dps ---------- Dmg.mod +14% light +13% darkness ----- def ----- Armour +11 Fatigue +8% Resists +13% light +11% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +9% temporal +10% mind +8% physical Res.pen +6% temporal +7% physical ----- def ----- Resists +10% mind +7% all Anom.red +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T4 light armor [Random Unique] Nature/Disrupt/Master While equipped: Stats +6 Dex +3 Con dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% Resists +16% blight +6% cold +14% nature +6% light D.Red.from +9% Unnatural Max.HP +56.00 HP.reg +8.00 Heal.mod +16% A suit of armour made of leather. This item has been sent to the Item's Vault. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +24% lightning HP.reg +4.40 ---------- misc Stam/turn +1.60 A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Arcane While equipped: dps ---------- Melee+ 8 acid 8 fire Melee Ret 10 acid 13 fire ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +15% acid +15% fire A suit of armour made of mail. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Res.pen +15% light +10% physical Against +17% Summoned ----- def ----- Armour +2 Defense +10 (+3 eff.) D.Red.from +17% Summoned Phys.save +3 (+1 eff.) ---------- misc Max.stam +20.00 A belt that goes around your waist. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +10% darkness ----- def ----- Defense +1 (+0 eff.) Die.at -20.00 life Max.HP +51.00 Blind- +10% Confus- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +10% nature On Hit (Melee): * 20 arcane resource burn * 20% chance to slow global speed by 63% ----- def ----- Defense +7 (+2 eff.) Resists +6% temporal +15% fire +5% arcane +15% nature Phys.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Crit.mult +15.00% Melee Ret 4 mind ----- def ----- Armour +3 Defense +3 (+1 eff.) Resists +18% fire ---------- misc Equi/ret +0.08 Max.hate +10.00 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +8 Lck +5 Dex dps ---------- Mind.crit +2% Dmg.mod +9% acid +12% cold ----- def ----- Armour +3 Stealth +6 ---------- misc Psi/ret +0.16 Hate/m.crit +5.00 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Rare] Master While equipped: Stats +3 Str +6 Dex +12 Lck dps ---------- Phys.crit +2.0% Crit.mult +15.00% Dmg.mod +3% arcane +15% physical ----- def ----- Armour +13 Defense +10 (+3 eff.) Stealth +14 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Rare] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +12% temporal Res.pen +26% temporal +26% mind +26% nature ----- def ----- Armour +5 Resists +16% temporal HP.reg +10.00 Heal.mod +18% ---------- misc See.Invis +15 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +2 Con dps ---------- Mind.pwr +5 (+1 eff.) Res.pen +5% mind ----- def ----- Armour +3 Fatigue +2% Crit.chn- 5.00% Phys.save +11 (+3 eff.) Mind.save +11 (+3 eff.) Confus- +20% Pinning- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T2 hands armor [Rare] Psionic While equipped: Stats +6 Cun dps ---------- Mind.pwr +15 (+3 eff.) Dmg.mod +3% lightning Acc +6 (+1 eff.) ----- def ----- Armour +2 Resists +6% mind Phys.save +7 (+2 eff.) Mind.save +10 (+3 eff.) Disarm- +32% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Rare] Arcane While equipped: Stats +1 Cun +3 Mag dps ---------- Acc +25 (+6 eff.) Melee Ret 2 nature On Hit (Melee): * 20% chance to slow global speed by 63% ----- def ----- Armour +2 Resists +9% nature +6% cold +7% light +7% darkness ---------- misc Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 35.32 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Ego++] Master While equipped: Stats +3 Str +2 Dex +3 Cun dps ---------- Phys.crit +19.0% Spell.crit +9% Mind.crit +16% Crit.mult +7.00% ----- def ----- Armour +3 Phys.save +10 (+3 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +1 Mag dps ---------- Phys.pwr +12 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +12% darkness +2% physical Heal.mod +15% Pinning- +20% Stun/Frz- +10% ---------- misc Light +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Dmg.mod +9% light +6% cold Acc +7 (+2 eff.) On Hit (Melee): * 20% chance to slow global speed by 63% ----- def ----- Armour +2 Fatigue +3% Resists +8% darkness +6% light ---------- misc Light +2 Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T5 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +17% nature ----- def ----- Defense +3 (+1 eff.) Resists +25% nature A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +4 (+1 eff.) Res.pen +5% arcane ----- def ----- Armour +1 Fatigue +1% Phys.save +6 (+2 eff.) ---------- misc Max.mana +20.00 Infravis +3 A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +7 Str +7 Dex +8 Mag dps ---------- Dmg.mod +24% lightning ----- def ----- Armour +3 Fatigue +3% Resists +12% temporal Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +2 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 422.5 Physical damage. If the attack hits, the target is confused (37% effect) for 5 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 cap made of leather. |
![]() 2.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +3 Cun +3 Dex dps ---------- Apr +6 ----- def ----- Armour +3 Fatigue +3% Resists +7% acid +8% fire +5% lightning +8% cold A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +6 Str +4 Dex +5 Cun +4 Con dps ---------- Res.pen +5% acid Melee Ret 2 lightning On Hit (Melee): * 20% chance to slow global speed by 63% * 20% chance to reduce armor by 17% ----- def ----- Armour +3 Fatigue +3% Resists +5% arcane +24% acid A cap made of leather. |
![]() 2.0 T5 head armor [Random Unique] Disrupt/Master While equipped: Stats +6 Str +10 Con dps ---------- Dmg.mod +9% mind Res.pen +20% nature On Hit (Melee): * 20% chance to reduce all saves and defense by 35 ----- def ----- Armour +5 Fatigue +5% Resists +13% nature +15% blight A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Random Unique] Master While equipped: Stats +12 Str +2 Dex dps ---------- Crit.mult +15.00% Acc +10 (+2 eff.) ----- def ----- Armour +13 Defense +11 (+3 eff.) Fatigue +5% Resists +11% cold +11% fire +7% all Phys.save +10 (+3 eff.) A cap made of leather. |
![]() 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 52.05 to 156.15 lightning damage (104.10 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. This item has been sent to the Item's Vault. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex +3 Wil +2 Cun dps ---------- Phys.crit +3.0% Apr +6 ----- def ----- Armour +3 Defense +5 (+1 eff.) Fatigue +5% Resists +12% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +3% nature Res.pen +5% nature Melee Ret 2 acid ----- def ----- Armour +4 Fatigue +4% Resists +18% nature A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Wil +3 Con dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. This item has been sent to the Item's Vault. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature While equipped: Stats +5 Str +8 Wil +9 Lck dps ---------- Phys.crit +6.0% Spell.crit +4% Mind.crit +6% Phys.pwr +8 (+2 eff.) Apr +2 On Melee Ret: * 25% chance to reduce strength, dexterity, and constitution by 8 * 25% chance to reduce damage dealt by 28% ----- def ----- Armour +4 Fatigue +4% Resists +8% physical Phys.save +11 (+3 eff.) ---------- misc Stam/ret +1.50 Equi/ret +0.80 Max.stam +30.00 Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +2 Str +2 Wil +2 Cun dps ---------- Dmg.mod +6% light ----- def ----- Resists +9% mind Phys.save +7 (+2 eff.) Heal.mod +12% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Defense +8 (+2 eff.) Proj.slow +20% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Resists +40% acid 40% chance to avoid a detrimental acid subtype effect. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +8.00 Poison- +60% Disease- +60% Cut- +60% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 40 physical ----- def ----- Armour +16 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +24% lightning Stun/Frz- +40% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +12 (+4 eff.) Pinning- +20% Knockbk- +20% Teleport- +100% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +90% ---------- misc Talents +4 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +4 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +5 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +4 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +3 Toxic Cannister Launcher Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +5 Toxic Cannister Launcher Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +8 Cun ----- def ----- Mind.save +12 (+4 eff.) Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +16 Crit +16.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On Hit.r1 +80 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 0.0 T1 trinket misc [Plot Item] Psionic While carried: dps ---------- Mind.pwr +15 (+3 eff.) ----- def ----- Resists +30% mind +8% physical Max.HP +40.00 A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. You find having the acorn helps to anchor your mind and prepare you for the trials ahead. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +3 (+1 eff.) Max.HP +80.00 HP.reg +2.00 Disarm- +10% ---------- misc Max.psi +30.00 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +3 Str +4 Con ----- def ----- Armour +7 Defense +5 (+1 eff.) Resists +12% blight +9% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Crit.mult +14.00% Phys.pwr +7 (+2 eff.) Apr +6 Melee Ret 8 blight ----- def ----- Defense +15 (+5 eff.) Resists +5% arcane +18% lightning Spell.save +9 (+5 eff.) Silence- +20% Stun/Frz- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 14 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 100.73 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 356/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% cold ----- def ----- Resists +3% cold +6% light +3% darkness Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Mind.crit +2% Crit.mult +15.00% Mind.pwr +20 (+5 eff.) S.pwr/crit +4 Phasing +30% ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.40 Vim/s.crit +2.00 Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 306 physical damage Puts all charms on 15 cooldown 100% to heal for 78. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 176 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Rare] Nature While equipped: Stats +7 Str +5 Wil dps ---------- Dmg.mod +12% blight ----- def ----- Resists +15% lightning Crit.chn- 15.00% ---------- misc Infravis +3 Summon a resilient tentacle up to 5 spaces away for 10 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1021 Base Damage: 419 Armor: 30 All Resist: 30 Puts all charms on 25 cooldown 100% to reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Random Unique] Nature While equipped: Stats +6 Dex -6 Wil dps ---------- Dmg.mod +6% nature On Hit (Melee): * 20% chance to slow global speed by 63% ----- def ----- Resists +6% nature Mind.save +6 (+2 eff.) Silence- +20% Knockbk- +10% Heal yourself and all friendly characters within 10 spaces for 350 Puts all charms on 15 cooldown 100% to heal for 60. 100% to gain a 23% chance to evade weapon attacks for 2 turns. 100% to increase all damage penetration by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: Stats +3 Wil dps ---------- Dmg.mod +3% fire Res.pen +10% cold ----- def ----- Resists +3% cold ---------- misc See.Invis +12 Reveal the area around you, dispelling darkness (radius 9, power 37 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+8 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 102 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
![]() 2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Crit.mult +20.00% ----- def ----- Phys.save +15 (+5 eff.) Die.at -80.00 life ---------- misc Stam/turn +2.00 Max.stam +30.00 Fire a magical bolt dealing 370 fire damage Puts all charms on 15 cooldown 100% to heal for 63. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T4 wand charm [Rare] Arcane While equipped: dps ---------- Spell.crit +3% S.pwr/crit +10 Melee Ret 10 blight ---------- misc Mana/turn +0.32 Vim/s.crit +2.00 Max.mana +100.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 95 lightning damage and will be dazed for 1 turn (477 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T5 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% lightning +18% fire Res.pen +25% mind Melee Ret 10 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 35 ----- def ----- Resists +6% mind +6% fire Create a shield absorbing up to 560 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce fatigue by 51% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +10 (+8 eff.) Dmg.mod +12% darkness +12% temporal Melee Ret 16 void ----- def ----- Resists +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 124.30 temporal and 127.69 darkness damage (based on Magic). Uses 20 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
Achievements
By Arnold the Cornac Cursed level 36
13rd Haze 123rd year of Ascendancy at 21:45 see stats
By Arnold the Cornac Cursed level 36
12nd Haze 123rd year of Ascendancy at 01:09 see stats
By Arnold the Cornac Cursed level 40
61st Regrowth 124th year of Ascendancy at 01:20 see stats
By Arnold the Cornac Cursed level 16
35th Haze 122nd year of Ascendancy at 15:52 see stats
By Arnold the Cornac Cursed level 11
33rd Dusk 122nd year of Ascendancy at 09:33 see stats
By Arnold the Cornac Cursed level 39
6th Allure 124th year of Ascendancy at 23:56 see stats
By Arnold the Cornac Cursed level 29
23rd Pyre 123rd year of Ascendancy at 17:59 see stats
By Arnold the Cornac Cursed level 19
43rd Haze 122nd year of Ascendancy at 15:09 see stats
By Arnold the Cornac Cursed level 28
72nd Regrowth 123rd year of Ascendancy at 17:56 see stats
By Arnold the Cornac Cursed level 31
62nd Pyre 123rd year of Ascendancy at 21:29 see stats
By Arnold the Cornac Cursed level 23
26th Regrowth 123rd year of Ascendancy at 12:17 see stats
By Arnold the Cornac Cursed level 31
64th Pyre 123rd year of Ascendancy at 01:23 see stats
By Arnold the Cornac Cursed level 10
16th Dusk 122nd year of Ascendancy at 10:10 see stats
By Arnold the Cornac Cursed level 20
75th Haze 122nd year of Ascendancy at 11:40 see stats
By Arnold the Cornac Cursed level 30
50th Pyre 123rd year of Ascendancy at 20:57 see stats
By Arnold the Cornac Cursed level 40
48th Regrowth 124th year of Ascendancy at 15:46 see stats
By Arnold the Cornac Cursed level 27
49th Regrowth 123rd year of Ascendancy at 03:01 see stats
By Arnold the Cornac Cursed level 20
76th Haze 122nd year of Ascendancy at 00:52 see stats
By Arnold the Cornac Cursed level 39
48th Regrowth 124th year of Ascendancy at 15:41 see stats
By Arnold the Cornac Cursed level 11
33rd Dusk 122nd year of Ascendancy at 09:33 see stats
By Arnold the Cornac Cursed level 9
9th Mirth 122nd year of Ascendancy at 13:18 see stats
By Arnold the Cornac Cursed level 11
47th Dusk 122nd year of Ascendancy at 22:21 see stats
By Arnold the Cornac Cursed level 32
20th Dusk 123rd year of Ascendancy at 16:54 see stats
By Arnold the Cornac Cursed level 31
64th Pyre 123rd year of Ascendancy at 01:23 see stats
By Arnold the Cornac Cursed level 25
35th Regrowth 123rd year of Ascendancy at 04:47 see stats
By Arnold the Cornac Cursed level 35
11st Haze 123rd year of Ascendancy at 19:23 see stats
Log
--------------------------------
There is an item here: Bethulaith the Ravenwrecker (Madness) (32-38 power, 5 apr, arcane element)
There is an item here: Muckquake the elven-wood vilestaff (Nightmares) (25-30 power, 5 apr, cold element)
There is an item here: Saleyarin the Brightwyrd (Corpses) (20-24 power, 4 apr, cold element)
There is an item here: Staff of Destruction (Nightmares) (20-24 power, 4 apr, fire element)
There is an item here: Bolbum's Big Knocker (Madness) (64-77 power, 10 apr, physical element)
There is an item here: Plague-Fire Sceptre (Nightmares) (24-29 power, 4 apr, physical element)
There is an item here: Staff of Arcane Supremacy (Corpses) (20-24 power, 4 apr, physical element)
There is an item here: Staff of Bones (Corpses) (20-24 power, 4 apr, darkness element)
Ran for 2 turns (stop reason: object seen).
--------------------------------
There is an item here: Mucusknave the pouch of voratun shots (19/19, 66-79 power, 6 apr)
Ran for 2 turns (stop reason: object seen).
--------------------------------
Arnold wears: Bregenarinarirach the dwarven-steel plate armour (0 def, 19 armour) .
--------------------------------
You detach great second skin from your Bregenarinarirach the dwarven-steel plate armour (0 def, 19 armour).
--------------------------------
You transfer Bregenarinarirach the dwarven-steel plate armour (0 def, 19 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
--------------------------------
Arnold wears: steel plate armour 'Corpsepall' (0 def, 9 armour).