










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.9 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Weekly Adventurer 1.5.5Adds the Weekly Adventurer class, used in the Weekly Adventurer Challenge. Featuring talent trees generously submitted by the following authors: minmay == Harbinger == ( https://te4.org/games/addons/tome/harbinger )
Wild Gift / Blaze
Wild Gift / Blizzard
Wild Gift / Cyclone
Wild Gift / Endurance
Wild Gift / Rain
Wild Gift / Supercell
Wild Gift / Thunder
== Zephyr == ( https://te4.org/games/addons/tome/zephyr-class )
Spell / Air Archery
Spell / Storm Archery
Spell / Swiftness
Spell / Wild Magic
nsrr == White Monk == ( https://te4.org/games/addons/tome/whitemonk )
Technique / Agile Combatant
Technique / Black Belt
Technique / Fending
Technique / Martial Arts
Technique / Mending
Technique / Transcending
Changelog1.0.2: 1.0.0: Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.5.5This 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 Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Yeek |
| Class | Writhing One |
| Level / Exp | 50 / 225% |
| Size | big |
| Lifes / Deaths | Killed by Lisuserin the greater faeros at level 28 on the 8th Allure 123rd year of Ascendancy at 21:52 / 2Killed by searing horror at level 50 on the 34th Regrowth 124th year of Ascendancy at 18:43 |
Primary Stats
| Strength | 147 (base 60) |
| Dexterity | 48 (base 46) |
| Constitution | 58 (base 44) |
| Magic | 75 (base 65) |
| Willpower | 21 (base 13) |
| Cunning | 28 (base 14) |
Resources
| Life | -8/1613 |
| Insanity | 52/100 |
| Steam | 80/100 |
| Healing Factor | 1.2157894736842 |
| Regeneration | 1.155 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +63.54510541169% |
| Spell | 0% |
| Global | +115% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 27.954798521522 |
| See Invisible | 27.954798521522 |
Offense: Mainhand
| Damage | 274 |
| Accuracy | 63 |
| Crit Chance | 45% |
| APR | 20 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 64 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +29% |
| Blight | +49% |
| Physical | +33% |
| Mind | +17% |
| All | +11% |
| Darkness | +83% |
| Light | +23% |
| Temporal | +17% |
| Lightning | +26% |
| Nature | +17% |
Offense: Damage Penetration
| Acid | +33% |
| Temporal | +33% |
| Darkness | +47% |
| Lightning | +28% |
| Mind | +23% |
| All | +8% |
Defense: Base
| Armour (hardiness) | 85.5 (100%) |
| Defense | 36 |
| Ranged Defense | 40 |
| Fatigue | 0 |
| Physical Save | 48 |
| Spell Save | 55 |
| Mental Save | 41 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 63%( 70%) |
| Physical | + 61%( 70%) |
| Cold | + 57%( 70%) |
| All | + 54%( 70%) |
| Lightning | + 70%( 70%) |
| Temporal | + 57%( 70%) |
| Darkness | + 62%( 70%) |
| Fire | + 66%( 70%) |
| Nature | + 56%( 70%) |
Defense: Immunities
| Disarm Resistance | 100% |
| Silence Resistance | 54% |
| Confusion Resistance | 89% |
| Knockback Resistance | 100% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 50% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 869 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1011% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 373 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 26 for 10 turns. While Heroism is active, you will only die when reaching -1026 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
| Demented / Tentacles | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 5/5 |
| Demented / Disfigured face | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Demented / Controlled horrors | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Demented / Horrific body | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 4/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Chaos Orbs |
| talent | Chant of Fortitude |
| beneficial effect | 1 pustules increasing resistance by 4%. Putrescent Pustule |
| beneficial effect | Linked to their horror ally gaining 27% all damage resistance. Shared Insanity |
| beneficial effect | The target is recovering 27 life each turn. Recovery |
| detrimental effect | On death will restore to the source up to 3 times the vim's worth. Bleak Outcome |
| beneficial effect | 1 stacks, +3% to all damage dealt. Chaos Orbs |
| detrimental effect | Zone-wide effect: +10% critical chance, +20% critical damage, -20% nature and blight resistance. Sinister Aura |
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 |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You failed to protect the injured seer from death by fire drake. Escort: injured seer (level 2 of Daikara) | failed |
You failed to protect the lost sun paladin from death by grave wight. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)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 Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the lost tinker to the recall portal on level 7 of Dreadfell. Escort: lost tinker (level 7 of Dreadfell) | done |
You failed to protect the lost warrior from death by fire drake. Escort: lost warrior (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Xanuvena the copperhead snake. Escort: temporal explorer (level 2 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * You've found the needed mummified bone. * You've found the needed pouch of luminous horror dust. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Unbreakable Greaves (8 def, 20 armour)3.0 T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+4 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Light source | alchemist's lamp 'Sepsisquench' =8 All Pen=1.0 T3 lite [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +6% nature +6% light Res.pen +8% all Apr +5 Melee Ret 8 nature 20 fire ----- def ----- Resists +7% temporal +7% cold +6% nature +6% fire Def/telep +13 Res/telep +12% Dur/telep +15% ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steam Powered Helm (3 def, 12 armour) 3.0 T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +10 Cun +5 Con ----- def ----- Armour +12 Defense +3 (+2 eff.) Fatigue +10% Resists +10% all Mind.save +15 (+5 eff.) Blind- +50% A Helmet. But with steam power! |
| Tool | yew wand of conjuration 'Deepskiller' [power 253] (9 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +2 Wil dps ---------- Res.pen +25% darkness ----- def ----- Spell.save +42 (+11 eff.) ---------- misc Mana/s.crit +4.00 Max.mana +80.00 Fire a bolt of a random element with (base) damage 126 to 253 Puts all charms on 9 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | stralite ring 'Siloriamira'0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +1 Dex dps ---------- Mov.spd +14% Acc +11 (+3 eff.) ----- def ----- Defense +17 (+7 eff.) Rng.Def +9 (+3 eff.) Phys.save +14 (+5 eff.) Spell.save +16 (+5 eff.) Mind.save +10 (+3 eff.) Max.HP +118.00 HP.reg +1.30 Heal.mod +19% ---------- misc Stam/turn +0.40 Blinding Speed: Puts all charms on 36 cooldown Level 4.0 Pwr.cost 36 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
| On fingers | Manador the gold ring0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Res.pen +25% temporal ----- def ----- Resists +20% blight Max.HP +71.00 HP.reg +1.40 Heal.mod +21% Def/telep +15 Res/telep +15% Dur/telep +15% Rings can have magical properties. |
| Around waist | Shield Belty Belt1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +6 Mag dps ---------- Phys.crit +6.0% Crit.mult +15.00% Phys.pwr +15 (+3 eff.) Dmg.mod +9% acid Melee Ret 12 arcane 12 acid On Hit (Melee): * 10% chance to disease * 35% chance to corrode armour by 30% ----- def ----- Armour +13 Resists +9% acid Spell.save +14 (+4 eff.) ---------- misc Mana/turn +0.39 Max.mana +55.00 Size +1 Create a temporary shield that absorbs 410 damage Puts all charms on 27 cooldown A belt that goes around your waist. |
| In main hand | Malediction (55-66 power, 15 apr)3.0 T4 waraxe 1H weapon [Unique] Arcane Power 55.0 - 66.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +15 Crit +10.0% Atk.spd 100% HP.leech +5% On Hit.r1 +25 blight On Hit: 10% Curse of Death 3 On Hit: 10% Curse of Vulnerability 3 While equipped: dps ---------- Spell.pwr +20 (+5 eff.) Dmg.mod +20% blight On Spell Hit: 10% Curse of Impotence 3 On Spell Hit: 10% Curse of Defenselessness 3 The land withers and crumbles wherever this cursed axe rests. |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) 1.5 T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +150% ---------- misc Talents +5 Iron Grip Gauntlets. But with steam power! |
| Main armor | Scale Mail of Kroltar (10 def, 18 armour)14.0 T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+5 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 44 out of 80/80. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Spit a cloud of flames, doing 19.06 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
| Cloak | Bethadath the cashmere cloak (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% acid +17% darkness +6% mind Res.pen +25% acid +14% darkness +15% mind Melee Ret 12 acid ----- def ----- Defense +2 (+1 eff.) Resists +24% acid +19% darkness +30% lightning Stealth +17 Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Ravenspawn0.1 T3 amulet jewelry [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) Dmg.mod +15% lightning +6% temporal +6% light +37% darkness +7% physical Res.pen +20% lightning On Hit (Melee): * 30% chance to inflict 15% damage reduction * 30% chance to daze at end of turn Amulets can have magical properties. |
Inventory
medical injector implant of the psychic (efficiency 161% / cooldown 72%)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 161% efficiency and cooldown mod of 72%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 189% / cooldown 54%)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 189% efficiency and cooldown mod of 54%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 7)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 6.6 steam per turn. Can be activated for an instant burst of 33 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the warrior (heal 407)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 407 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion (+5 for 9 turns, die at -582)0.1 T3 infusion scroll [Normal] Nature 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 nature gift Description: Activate the infusion to increase three of your primary stats by 5 for 9 turns. While Heroism is active, you will only die when reaching -582 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the psychic (+9 for 10 turns, die at -353)0.1 T3 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to increase three of your primary stats by 9 for 10 turns. While Heroism is active, you will only die when reaching -353 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the psychic (+8 for 9 turns, die at -240)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 9 turns. While Heroism is active, you will only die when reaching -240 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (697% speed; 6 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 697% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. 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 ability. |
movement infusion of the warrior (786% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 786% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (1039% speed; 6 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 1039% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (624% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 624% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 ability. |
regeneration infusion (heal 153 over 5 turns)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 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 153 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 403 over 5 turns)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 403 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 644 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 644 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 ability. |
regeneration infusion of the duelist (heal 509 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 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 509 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 ability. |
regeneration infusion of the sneak (heal 257 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 257 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 22%; cure magical)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 22% for 5 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 17%; cure physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 17% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 23%; cure mental)0.1 T1 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 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 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 23%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 23% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 16%; cure physical)0.1 T1 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 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 16% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 17%; cure physical)0.1 T1 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 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 17% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 25%; cure magical)0.1 T1 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 25% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 23%; cure magical)0.1 T1 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 ability. |
wild infusion of the titan (resist 23%; cure magical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 23% for 6 turns. Also removes cross-tier effects of the affected types for free. 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 ability. |
wild infusion of the titan (resist 27%; cure mental)0.1 T1 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 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 27% for 6 turns. Also removes cross-tier effects of the affected types for free. 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 ability. |
wild infusion of the wizard (resist 26%; cure magical, mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 26% for 7 turns. Also removes cross-tier effects of the affected types for free. 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 ability. |
wild infusion of the wizard (resist 26%; cure magical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 ability. |
wild infusion of the wizard (resist 26%; cure physical)0.1 T1 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 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 26% for 6 turns. Also removes cross-tier effects of the affected types for free. 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 ability. |
wild infusion of the wizard (resist 28%; cure physical)0.1 T1 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 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 28% for 6 turns. Also removes cross-tier effects of the affected types for free. 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 ability. |
acid wave rune of the duelist (392 acid damage; disarm 5 turns with power 46)0.1 T2 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 unleash a wave of acid in a cone of radius 6, doing 391.64 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 46 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the sneak (103 cold damage; freeze 3 turns with power 37)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 102.79 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 37 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the warrior (266 cold damage; freeze 3 turns with power 79)0.1 T2 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 direct a cone of chilling stormwind doing 265.73 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 79 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the sneak (247 fire damage)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 246.86 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the warrior (radius 15; dur 29; see undead)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (15 radius) and to allow you to see invisible and stealthed creatures (power 41) for 29 turns. Your mind will become more receptive for 29 turns, allowing you to sense any undead around. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
2 schematic: Pain Suppressor Salve0.1 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. |
schematic: Voltaic Shell0.1 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. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Blastpower0.1 T4 amulet jewelry [Rare] Arcane While equipped: Stats +5 Mag dps ---------- Spell.crit +6% Spell.pwr +5 (+1 eff.) Dmg.mod +12% lightning +7% temporal +8% light +8% darkness +30% fire +6% arcane +8% physical Res.pen +10% lightning +10% fire +20% arcane On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +12% lightning Amulets can have magical properties. |
Brenydugund the gold amulet0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +7 Str +7 Dex +7 Wil ----- def ----- Crit.dmg- 15.00% Phys.save +15 (+5 eff.) Die.at -80.00 life Poison- +25% Pinning- +25% Knockbk- +30% Amulets can have magical properties. |
Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire to your side for 15 turns. Uses 53 power out of 60/60 The evilness of undeath radiates from this amulet. |
Daneth's Neckguard =Con +6=2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Juggernaut: (Instant) Level 2.0 Pwr.cost 27 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. 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. |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Mayiba0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +8 Str dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +9% blight Res.pen +10% physical ----- def ----- Armour +4 Resists +6% mind +11% physical Max.HP +30.00 ---------- misc Stam/turn +0.70 Amulets can have magical properties. |
Mirror Shards0.1 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, 300 strength, based on Magic) for 5 turns. Uses 22 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. |
Morningvengeance the steel amulet0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% light +30% temporal ----- def ----- Resists +9% temporal Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Masteries +0.22 Demented/Tentacles Amulets can have magical properties. |
Toxinsage0.1 T4 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +5 Str +4 Mag dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) Dmg.mod +6% acid +7% fire +6% lightning +7% cold Res.pen +25% acid +10% nature Melee Ret 8 acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +26% mind Confus- +39% Amulets can have magical properties. |
clarifying copper amulet of mastery (0.12 Demented / Path of horror)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% mind Confus- +22% ---------- misc Masteries +0.12 Demented/Path of horror Amulets can have magical properties. |
gold amulet 'Lisynor'0.1 T3 amulet jewelry [Rare] Arcane While equipped: Stats +3 Str +4 Dex dps ---------- Melee+ 8 light 10 darkness Dmg.mod +6% physical +10% light +7% darkness Res.pen +10% physical On Melee Ret: * 11% chance to blind * 9% chance to inflict 15% damage reduction ----- def ----- Resists +5% physical ---------- misc Max.stam +35.00 Amulets can have magical properties. |
stabilizing copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% temporal Pinning- +20% Knockbk- +21% Amulets can have magical properties. |
steel amulet 'Hanothel'0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Wil dps ---------- Res.pen +20% physical ----- def ----- Defense +9 (+4 eff.) Rng.Def +9 (+3 eff.) Resists +5% arcane Phys.save +12 (+4 eff.) Die.at -60.00 life Heal.mod +35% Amulets can have magical properties. |
stralite amulet 'Emyvena'0.1 T4 amulet jewelry [Rare] Arcane While equipped: Stats +9 Mag dps ---------- Phys.crit +12.0% Acc +6 (+1 eff.) ----- def ----- Armour +14 Defense +9 (+4 eff.) Rng.Def +9 (+3 eff.) Resists +12% mind Amulets can have magical properties. |
vitalizing stralite amulet of constitution (+9) =Con +9=0.1 T4 amulet jewelry [Ego+] Nature While equipped: Stats +9 Con ----- def ----- Phys.save +15 (+5 eff.) Max.HP +52.00 HP.reg +1.50 Amulets can have magical properties. |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
Brightworm0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +6% temporal Res.pen +15% light Melee Ret 12 temporal ----- def ----- Resists +3% light Phys.save +6 (+2 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% Rings can have magical properties. |
Darkwinter the stralite ring =Darkness Stun Immune=0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid +15% darkness Res.pen +10% darkness +10% acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +15% darkness +6% acid HP.reg +4.00 Stun/Frz- +44% Rings can have magical properties. |
Dayblood0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +7 Cun +7 Wil dps ---------- Mind.pwr +11 (+6 eff.) Dmg.mod +9% light Res.pen +20% acid +20% light On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +9% light ---------- misc Light +3 Rings can have magical properties. |
Emelytta the gold ring0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +6 Dex +6 Cun dps ---------- S.pwr/crit +2 Dmg.mod +6% blight +15% cold +3% arcane Res.pen +5% blight +15% temporal Acc +8 (+2 eff.) ----- def ----- Armour +10 Resists +30% cold ---------- misc Vim/s.crit +2.00 Rings can have magical properties. |
Erydohek0.1 T3 ring jewelry [Rare] Master While equipped: Stats +2 Str +8 Dex +8 Cun dps ---------- Phys.crit +3.0% Crit.mult +15.00% Phys.pwr +4 (+1 eff.) Res.pen +20% physical Acc +11 (+3 eff.) ----- def ----- Armour +6 Heal.mod +20% Rings can have magical properties. |
Iveremina the stralite ring0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Crit.mult +12.00% Melee Ret 16 arcane ----- def ----- Fatigue -6% Phys.save +30 (+10 eff.) Heal.mod +10% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.enc +36 Mana/s.crit +3.00 Max.stam +20.00 Rings can have magical properties. |
Korachik0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +7 Con dps ---------- Phys.crit +6.0% Res.pen +15% physical ----- def ----- Defense +9 (+4 eff.) Rng.Def +9 (+3 eff.) Phys.save +14 (+5 eff.) ---------- misc Light +3 Telepathy Demon/Minor Demon/Major Rings can have magical properties. |
Mnemonic0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+6 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+7 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 2.0 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Neraselle0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +5 Con +2 Wil dps ---------- Crit.mult +15.00% Mind.pwr +6 (+3 eff.) ----- def ----- Resists +9% acid +12% temporal +6% nature +12% darkness Phys.save +10 (+3 eff.) Rings can have magical properties. |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.0 Pwr.cost 36 out of 50/50. Range 6 Travel.spd instantaneous Is a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 13 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Radhoromisus the voratun ring0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +10 Cun +9 Dex dps ---------- Dmg.mod +17% temporal Acc +27 (+7 eff.) Apr +15 On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Defense +11 (+5 eff.) Resists +17% temporal +5% arcane +9% cold Poison- +15% Pinning- +10% Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 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 can have magical properties. |
Runirion0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Str +3 Dex +5 Con dps ---------- Dmg.mod +15% mind Res.pen +20% mind ----- def ----- Fatigue -6% Crit.dmg- 15.00% ---------- misc Max.enc +24 Infravis +2 Telepathy Dragon Rings can have magical properties. |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +6 Dex +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +9 (+2 eff.) Dmg.mod +20% mind +9% lightning Res.pen +15% blight Acc +8 (+2 eff.) ----- def ----- Resists +20% mind +3% lightning Spell.save +3 (+1 eff.) ---------- misc Vim/s.crit +1.00 Max.vim +30.00 Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ----- def ----- Phys.save -30 (-11 eff.) Spell.save -30 (-10 eff.) Mind.save -30 (-14 eff.) When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Yaranarindil0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +6% mind Res.pen +5% temporal ----- def ----- Armour +6 Resists +12% mind +6% temporal Rings can have magical properties. |
Zerarefang the gold ring0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +4 Cun dps ---------- Mind.crit +2% Crit.mult +20.00% Mind.pwr +8 (+4 eff.) Dmg.mod +16% arcane +9% mind ----- def ----- Defense +9 (+4 eff.) Rng.Def +9 (+3 eff.) Resists +16% arcane Cut- +25% ---------- misc Equi/ret +0.20 Rings can have magical properties. |
copper ring 'Xoda'0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Dex ----- def ----- Phys.save +3 (+1 eff.) Mind.save +5 (+2 eff.) Max.HP +30.00 Blind- +20% Confus- +22% Stun/Frz- +10% Rings can have magical properties. |
copper ring of corrosion (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid Rings can have magical properties. |
copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +1.10 Stun/Frz- +24% Rings can have magical properties. |
gold ring 'Zerarin'0.1 T3 ring jewelry [Rare] Arcane While equipped: ----- def ----- Armour +12 Defense +9 (+4 eff.) Rng.Def +9 (+3 eff.) Resists +9% lightning +6% cold +9% nature Blind- +10% Silence- +29% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.28 Rings can have magical properties. |
marksman's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+1 eff.) ----- def ----- HP.reg +0.80 Stun/Frz- +21% Rings can have magical properties. |
steel ring 'Gleldata'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Dex +4 Mag +5 Wil dps ---------- Acc +6 (+1 eff.) ----- def ----- Spell.save +18 (+5 eff.) ---------- misc Mana/s.crit +6.00 Rings can have magical properties. |
voratun ring0.1 T5 ring jewelry [Normal] Rings can have magical properties. |
voratun ring0.1 T5 ring jewelry [Normal] Rings can have magical properties. |
voratun ring 'Pyregrinder'0.1 T5 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +19% acid +12% fire +6% arcane Res.pen +25% arcane +10% fire Melee Ret 4 fire ----- def ----- Resists +38% acid +12% fire +5% arcane Rings can have magical properties. |
wizard's stralite ring of arcana(+0.27/turn)0.1 T4 ring jewelry [Ego] Arcane While equipped: Stats +5 Mag ----- def ----- Spell.save +10 (+3 eff.) Silence- +44% ---------- misc Mana/turn +0.27 Rings can have magical properties. |
arcing voratun dagger of daylight (37-48.1 power, 9 apr)1.0 T5 dagger 1H weapon [Ego] Arcane Power 37.0 - 48.1 Physical Uses 45% Str, 50% Mag, 45% Dex Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +12 lightning +12 light Against +13% Undead On Hit: * 25% chance for lightning to arc to a second target Sharp, short and deadly. |
Blighted Maul (96-144 power, 22 apr)12.0 T5 greatmaul 2H weapon [Unique] Arcane Power 96.0 - 144.0 Physical Uses 50% Mag, 140% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +22 Crit +10.0% Atk.spd 83% Dmg.conv 20% blight On Hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 288.61 to 865.83 physical damage (based on Strength). While equipped: dps ---------- Crit.mult +40.00% Dmg.mod +12% physical ----- def ----- Knockbk- +30% Knock away other craatures within radius 4), dealing 752.78 to 1505.56 physical damage (based on Strength) to each. Uses 44 power out of 50/50 The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
chilling voratun greatmaul of phasing (68.5-102.75 power, 14 apr)5.0 T5 greatmaul 2H weapon [Ego] Arcane Power 68.5 - 102.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +14 Crit +3.0% Atk.spd 100% Phasing +51% Melee+ +24 cold Massive two-handed mauls. |
Dayoracle the voratun greatsword (63.5-101.6 power, 25 apr)3.0 T5 greatsword 2H weapon [Rare] Arcane Power 63.5 - 101.6 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +25 Crit +5.0% Atk.spd 100% Phasing +98% Melee+ +12 arcane While equipped: dps ---------- Spell.crit +5% Dmg.mod +9% mind Res.pen +10% arcane On Hit (Melee): * 30% chance to blind ---------- misc Light +3 Massive two-handed swords. |
Storm Fury4.0 T5 longbow 2H weapon Reqs Shoot [Unique] Arcane Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit / acc Atk.spd 143% Range +10 While equipped: Stats +5 Dex +7 Mag dps ---------- Spell.pwr +20 (+5 eff.) Mov.spd +10% Ranged+ 75 lightning Dmg.mod +20% lightning ----- def ----- Rng.Def +15 (+5 eff.) Resists +20% lightning ---------- misc Masteries +0.10 Spell/Storm +0.20 Spell/Air Automatically fires lightning bolts at nearby enemies, with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
fungal dragonbone longbow of power4.0 T5 longbow 2H weapon Reqs Shoot [Ego] Nature/Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit / acc Atk.spd 125% Range +10 While equipped: Stats +8 Con dps ---------- Dmg.mod +27% physical Res.pen +24% physical ---------- misc Masteries +0.30 Wild-gift/Fungus Regenerate 302 life over 5 turns Puts all charms on 18 cooldown Longbows are used to shoot arrows at your foes. |
Blade of Distorted Time (40-56 power, 10 apr)3.0 T4 longsword 1H weapon [Unique] Arcane Power 40.0 - 56.0 Physical Uses 70% Mag, 90% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +10 Crit +8.0% Atk.spd 100% Dmg.conv 20% temporal On Hit: * inflicts bonus temporal damage and slows target While equipped: dps ---------- Dmg.mod +10% physical +12% temporal Rethread: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Rethread the timeline, dealing 92.34 temporal damage to the target before moving on to a second target. Rethread can hit up to 3 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. The remnants of a damaged timeline, this blade shifts and fades at random. |
Perseverance (31-43.4 power, 9 apr)3.0 T3 longsword 1H weapon Reqs Wil 24 [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 31.0 - 43.4 Physical Uses 20% Wil, 50% Mag, 90% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +9 Crit +12.0% Atk.spd 100% Melee+ +15 manaburn arcane On Crit: * restore 7 stamina and equilibrium While equipped: ----- def ----- Spell.save +18 (+5 eff.) Confus- +30% Stun/Frz- +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
The Black Spike (48-67.2 power, 20 apr)3.0 T5 longsword 1H weapon [Unique] Arcane Power 48.0 - 67.2 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +20 Crit +5.0% Atk.spd 100% Dmg.conv 50% darkness While equipped: Stats +10 Str +8 Mag dps ---------- Dmg.mod +25% darkness Res.pen +15% darkness ----- def ----- Resists +18% darkness +12% blight ---------- misc ShadowPwr +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
acidic voratun longsword of massacre (51-71.4 power, 6 apr)3.0 T5 longsword 1H weapon [Ego] Arcane/Master Power 51.0 - 71.4 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +13 acid On Crit: * splashes the target with acid Sharp, long, and deadly. |
arcing voratun longsword of massacre (57-79.8 power, 6 apr)3.0 T5 longsword 1H weapon [Ego] Arcane/Master Power 57.0 - 79.8 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +13 lightning On Hit: * 25% chance for lightning to arc to a second target Sharp, long, and deadly. |
flaming voratun longsword of phasing (41-57.4 power, 16 apr)3.0 T5 longsword 1H weapon [Ego] Arcane Power 41.0 - 57.4 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +16 Crit +5.0% Atk.spd 100% Phasing +47% On Hit.r1 +16 fire Sharp, long, and deadly. |
voratun longsword (43-60.2 power, 6 apr)3.0 T5 longsword 1H weapon [Normal] Power 43.0 - 60.2 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Sharp, long, and deadly. |
It's Worse (44-61.6 power, 6 apr)3.0 T5 mace 1H weapon [Random Unique] Arcane/Master Power 44.0 - 61.6 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% Melee+ +20 blight +20 acid On Hit: 10% Epidemic 5 On Hit: * 20% chance to disease On Crit: * splashes the target with acid While equipped: dps ---------- Mind.crit +3% Dmg.mod +6% mind +15% physical Res.pen +5% darkness +23% physical Acc +15 (+4 eff.) Apr +26 ----- def ----- Mind.save +12 (+4 eff.) Disease- +34% ---------- misc Equi/ret +0.16 Hate/m.crit +2.00 Max.psi +10.00 Blunt and deadly. |
hateful dwarven-steel mace of massacre (31.5-44.1 power, 4 apr)3.0 T3 mace 1H weapon [Ego] Master/Psionic Power 31.5 - 44.1 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +10 darkness Against +8% Living Blunt and deadly. |
quick dwarven-steel mace (29.5-41.3 power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Master Power 29.5 - 41.3 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 111% While equipped: Stats +1 Dex dps ---------- Acc +5 (+1 eff.) Blunt and deadly. |
voratun mace (44-61.6 power, 6 apr)3.0 T5 mace 1H weapon [Normal] Power 44.0 - 61.6 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% Blunt and deadly. |
Morningsweep the living mindstar (16.5-18.15 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Rare] Nature/Psionic This mindstar projects psionic energy if enough is absorbed. Power 16.5 - 18.2 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Crit.r2 +20 acid On Hit: * 40% chance to blind While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +21% lightning +25% fire +22% cold +9% acid Melee Ret 16 light On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +9% acid ---------- misc Masteries +0.20 Psionic/Focus +0.20 Psionic/Projection 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. |
Samegogund (16.5-18.15 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Rare] Nature/Psionic Power 16.5 - 18.2 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Hit.r1 +20 blight While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +9% acid +10% darkness +10% mind +9% blight Res.pen +15% temporal Melee Ret 12 blight 10 mind 10 darkness On Hit (Melee): * 40% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% temporal 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. |
horrifying living mindstar of slime (17-18.7 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego] Nature/Disrupt/Psionic Power 17.0 - 18.7 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +8% mind +7% darkness +6% nature Melee Ret 5 darkness 6 mind On Melee Ret: * Slows global speed by 9% 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. |
mighty drakeskin leather sling of cold4.0 T5 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.1% dam / acc Atk.spd 125% Range +10 Ranged+ +13 cold While equipped: Stats +4 Str dps ---------- Phys.pwr +9 (+2 eff.) Dmg.mod +16% cold Slings are used to hurl stones or metal shots at your foes. |
Bolbum's Big Knocker (64-76.8 power, 10 apr, physical element)5.0 T3 staff 2H weapon [Unique] Arcane Power 64.0 - 76.8 Physical Uses 190% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +10 Atk.spd 100% Melee+ +10% confusion While equipped: dps ---------- Spell.crit +18% Spell.pwr +12 (+3 eff.) Dmg.mod +20% physical Acc +7 (+2 eff.) ---------- misc Masteries +0.20 Spell/Staff combat Channel Staff: Level 2.0 Pwr.cost 8 out of 20/20. Range 8 Travel.spd 2000% of base Is a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
Dazzlerebel (30-36 power, 6 apr, arcane element)5.0 T5 staff 1H weapon [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +4 light On Hit: * 20% chance to blind While equipped: dps ---------- Phys.crit +9.0% Spell.crit +18% Crit.mult +14.00% Phys.pwr +15 (+3 eff.) Spell.pwr +31 (+7 eff.) Dmg.mod +30% arcane +3% light Acc +10 (+2 eff.) ----- def ----- Armour +12 Hardiness +7% Resists +9% temporal Phys.save +9 (+3 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Talents +1 Command Staff Unleash an elemental blastwave, dealing 107.67 to 129.20 arcane damage in a radius 6 around the user Puts all charms on 9 cooldown Staves designed for wielders of magic, by the greats of the art. |
cruel dragonbone starstaff of might (30-36 power, 6 apr, light element)5.0 T5 staff 2H weapon [Ego] Arcane/Master Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +11.0% Spell.crit +20% Crit.mult +14.00% Spell.pwr +15 (+3 eff.) Dmg.mod +30% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen elven-wood vilestaff of fate (25-30 power, 5 apr, blight element)5.0 T4 staff 2H weapon [Ego] Arcane Power 25.0 - 30.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +12 (+3 eff.) Dmg.mod +25% blight ----- def ----- Armour +6 Hardiness +6% Phys.save +18 (+6 eff.) Spell.save +8 (+2 eff.) Mind.save +9 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Annihilator4.0 T5 steamgun 2H weapon Reqs Shoot [Unique] Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.1% dam / acc Apr +12 Atk.spd 67% Dmg.mult 100% Range +8 Proj.spd +600% On Hit: * 50% chance to reload 1 ammo Uses 1.0 Steam Fire rate increases while firing, up to 5 shots per turn. Resets after 5 turns without firing. This gun features a wheel with several barrels attached and seems to be powered by an engine. It looks... impressive. |
mighty stralite steamgun of lightning4.0 T4 steamgun 1H weapon Reqs Shoot [Ego] Arcane/Master/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.1% dam / acc Apr +20 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +14 lightning Uses 2.0 Steam While equipped: Stats +5 Str dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
penetrating voratun steamgun of fire4.0 T5 steamgun 1H weapon Reqs Shoot [Ego+] Arcane/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.1% dam / acc Apr +28 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +12 fire Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +11% fire Res.pen +15% physical Phasing +45% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
stralite steamgun 'Bethethra'4.0 T4 steamgun 1H weapon Reqs Shoot [Rare] Master/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.1% dam / acc Apr +20 Atk.spd 100% Range +9 Proj.spd +600% On Crit.r2 +8 blight On Hit: * 40% chance to disease Uses 2.0 Steam While equipped: Stats +2 Wil dps ---------- Dmg.mod +9% blight Res.pen +15% mind Acc +13 (+3 eff.) ---------- misc Psi/ret +0.28 Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Heartrend (28-42 power, 19 apr)3.0 T4 steamsaw 1H weapon [Unique] Steamtech Power 28.0 - 42.0 Phys.bleed Uses 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +9.0% Atk.spd 100% Block +50 HP.leech +0% On Hit: * If bleed damage per turn is greater than 5% of max life, attacks cleave. Uses 1.0 Steam While equipped: ----- def ----- Armour +10 Defense +8 (+4 eff.) Fatigue +9% ---------- misc Talents +2 Block All damage dealt by or to you (that is over 1% of max life) bleeds for an additional 20% of the damage as physical damage (ignores most status resistances). While you are bleeding, Heartrend's damage increases and it gains lifesteal. There is an attached note. 'I've spilt the heartsblood of my work, feeling it pound, like a heart, in my palms. Some people just can't let go until they've bled dry.' |
arcing stralite steamsaw of lightning resistance (+22%) (33-49.5 power, 19 apr)3.0 T4 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Power 33.0 - 49.5 Phys.bleed Uses 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +68 Melee+ +15 lightning On Hit: * 25% chance for lightning to arc to a second target Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +8 (+4 eff.) Fatigue +10% Resists +22% lightning ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
voratun steamsaw of the mystic (40-60 power, 25 apr)3.0 T5 steamsaw 1H weapon [Ego] Arcane/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +99 Uses 1.0 Steam While equipped: Stats +4 Wil +4 Mag dps ---------- Spell.pwr +13 (+3 eff.) ----- def ----- Armour +6 Defense +10 (+5 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Ulihek (15-21 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Psionic Power 15.0 - 21.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 lightning +5 cold On Hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance for lightning to arc to a second target While equipped: ----- def ----- Resists +3% fire +6% cold Knockbk- +10% One-handed war axes. |
acidic voratun waraxe of massacre (54-75.6 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego] Arcane/Master Power 54.0 - 75.6 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +17 acid On Crit: * splashes the target with acid One-handed war axes. |
balanced voratun waraxe of phasing (41-57.4 power, 19 apr)3.0 T5 waraxe 1H weapon [Ego] Arcane/Master Power 41.0 - 57.4 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +19 Crit +7.0% Atk.spd 100% Phasing +44% While equipped: dps ---------- Acc +10 (+2 eff.) ----- def ----- Defense +10 (+5 eff.) Disarm- +43% One-handed war axes. |
chilling voratun waraxe of daylight (38.5-53.9 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego] Arcane Power 38.5 - 53.9 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +9 light +24 cold Against +18% Undead One-handed war axes. |
stralite waraxe 'Boltsin' (33.5-46.9 power, 5 apr)3.0 T4 waraxe 1H weapon [Rare] Arcane Power 33.5 - 46.9 Acid Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +25 cold On Crit.r2 +12 lightning While equipped: Stats +4 Str dps ---------- Acc +4 (+1 eff.) Apr +2 On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +10 Max.HP +30.00 ---------- misc Max.stam +10.00 One-handed war axes. |
Obsidianbliss the rough leather belt =Dark Pen=1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +15% darkness Melee Ret 8 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +6% lightning +6% temporal +3% darkness +12% fire A belt that goes around your waist. |
Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.pwr +12 (+6 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Thundermoon1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +3% lightning Res.pen +25% lightning On Hit (Melee): * 15% chance to daze at end of turn * 30% chance to corrode armour by 30% ----- def ----- Spell.save +6 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Umbrawinter the hardened leather belt =Darkness Pen 25=1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +18% temporal Res.pen +25% darkness On Hit (Melee): * 40% chance to gain 10% of a turn (3/turn limit) * 30% chance to inflict 15% damage reduction ----- def ----- Defense +17 (+7 eff.) Resists +12% temporal Stealth +11 Def/telep +15 Res/telep +15% Dur/telep +15% A belt that goes around your waist. |
drakeskin leather belt 'Hellspower'1.0 T5 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% fire Res.pen +15% mind Melee Ret 8 mind ----- def ----- Resists +6% mind +30% fire Anom.red +12 Max.HP +95.00 ---------- misc Max.mana +59.00 Max.stam +54.00 Max.hate +16.00 Max.psi +37.00 Max.vim +28.00 Max.P.En +33.00 Max.N.En +33.00 A belt that goes around your waist. |
drakeskin leather belt of dampening1.0 T5 belt armor [Ego+] Nature While equipped: ----- def ----- Resists +7% acid +8% fire +6% cold +8% lightning A belt that goes around your waist. |
hardened leather belt 'Sunblast'1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +4 (+1 eff.) ----- def ----- Armour +6 Resists +15% light Phys.save +30 (+10 eff.) Max.HP +54.00 HP.reg +0.60 A belt that goes around your waist. |
hardened leather belt 'Zubelranor'1.0 T3 belt armor [Rare] Nature While equipped: ----- def ----- Resists +8% acid +15% light +8% lightning +8% fire +6% mind +7% cold Crit.dmg- 15.00% Spell.save +30 (+8 eff.) Blind- +20% Poison- +10% Pinning- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A belt that goes around your waist. |
rough leather belt 'Betagamira'1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Rng.Def +6 (+2 eff.) Resists +6% light Phys.save +6 (+2 eff.) Die.at -60.00 life Stun/Frz- +35% A belt that goes around your waist. |
Aeridur the linen cloak (1 def, 5 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Mag dps ---------- Mind.pwr +8 (+4 eff.) ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +11% cold Heal/summ +30 ---------- misc Equi/ret +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Betesetha the linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +3% blight +3% darkness +6% acid Max.HP +32.00 Pinning- +5% Def/telep +15 Res/telep +15% Dur/telep +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Samaldir (2 def, 0 armour) =37 Crit Mult=2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +10 Cun +4 Wil dps ---------- Spell.crit +5% Crit.mult +37.00% Spell.pwr +6 (+1 eff.) Mind.pwr +4 (+2 eff.) Dmg.mod +19% arcane Res.pen +10% arcane Melee Ret 12 arcane ----- def ----- Defense +2 (+1 eff.) ---------- misc Max.mana +59.00 Max.hate +6.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Normal] While equipped: ----- def ----- Defense +3 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak of Eldoral (3 def, 0 armour)2.0 T5 cloak armor [Ego] Master While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +3 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Crimson Robe (12 def, 0 armour) =Stats=2.0 T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +9% Mind.pwr +20 (+10 eff.) Melee+ 35 mind 10% gloom effects Res.pen +20% all Melee Ret 35 mind 10% gloom effects ----- def ----- Defense +12 (+5 eff.) ---------- misc Psi/turn +0.20 Hate/m.crit +4.00 Psi/m.crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Punishments +0.10 Psionic/Solipsism +0.20 Cursed/Slaughter On Mind Hit: 8% Agony 2 On Mind Hit: 8% Hateful Whisper 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
elven-silk robe 'Glimmerwrecker' (5 def, 0 armour)2.0 T5 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +27% mind +20% fire Res.pen +10% light Melee Ret 8 mind ----- def ----- Defense +5 (+3 eff.) Resists +30% fire +9% mind +20% light ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Blackstalker the pair of iron boots (12 def, 3 armour) =20 Darkness Pen=3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +20% darkness +10% blight Melee Ret 4 blight ----- def ----- Armour +3 Defense +12 (+5 eff.) Fatigue +2% Resists +9% darkness Evasion: (Instant) Puts all charms on 27 cooldown Level 4.0 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 31% chance to evade melee and ranged attacks and 27 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Porethra (13 def, 4 armour)3.0 T3 feet armor [Random Unique] Master While equipped: Stats +3 Cun +3 Con dps ---------- Phys.crit +2.0% Phys.pwr +3 (+1 eff.) Res.pen +7% physical On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +13 (+6 eff.) Fatigue -3% Resists +9% temporal Phys.save +17 (+6 eff.) Mind.save +16 (+5 eff.) Evasion: (Instant) Puts all charms on 27 cooldown Level 3.0 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 30% chance to evade melee and ranged attacks and 22 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Relgiyakhad the pair of iron boots (3 def, 3 armour) =Con +4=3.0 T1 feet armor [Rare] Master While equipped: Stats +4 Con dps ---------- Res.pen +5% physical Acc +2 (+0 eff.) Apr +4 ----- def ----- Armour +3 Defense +3 (+2 eff.) Rng.Def +3 (+1 eff.) Fatigue +2% Phys.save +6 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Shoes of Moving Quickly (10 def, 12 armour)2.0 T4 feet armor [Unique] Steamtech While equipped: Stats +8 Cun +8 Dex dps ---------- Steampwr +5 (+2 eff.) ----- def ----- Armour +12 Defense +10 (+5 eff.) Fatigue +3% Pinning- +100% Knockbk- -100% You move 3 spaces at once. Accurately? Less so. |
Sootmistress (0 def, 3 armour)2.0 T3 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Dmg.mod +27% light +12% acid Res.pen +25% darkness ----- def ----- Armour +3 Fatigue +3% Resists +12% darkness ---------- misc Light +2 A pair of boots made of leather. |
Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+4 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
pair of hardened leather boots 'Harular' (2 def, 3 armour) =Con +5=2.0 T3 feet armor [Random Unique] Nature/Master While equipped: Stats +6 Con dps ---------- Mov.spd +10% Acc +10 (+2 eff.) ----- def ----- Armour +3 Defense +2 (+1 eff.) Rng.Def +3 (+1 eff.) Fatigue -9% Phys.save +8 (+3 eff.) Max.HP +35.00 ---------- misc Max.enc +28 Stam/turn +0.30 A pair of boots made of leather. |
pair of voratun boots of disengagement (0 def, 5 armour)3.0 T5 feet armor [Ego+] Master While equipped: Stats +2 Cun +3 Dex ----- def ----- Armour +5 Fatigue +4% Disengage: Puts all charms on 14 cooldown Level 3.0 Pwr.cost 14 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of rough leather boots of uncanny dodging (2 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Defense +2 (+1 eff.) Rng.Def +2 (+1 eff.) Fatigue -3% Phys.save +6 (+2 eff.) ---------- misc Max.enc +20 A pair of boots made of leather. |
undeterred pair of iron boots of rushing (0 def, 3 armour)3.0 T1 feet armor [Ego++] Arcane/Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +3 Fatigue +2% Silence- +23% Confus- +21% Stun/Frz- +20% Rush: Puts all charms on 22 cooldown Level 3.0 Pwr.cost 22 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Bokyrak (0 def, 5 armour)1.5 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 cold Dmg.mod +4% cold ----- def ----- Armour +5 Fatigue -10% Resists +5% cold Max.HP +30.00 Heal.mod +5% ---------- misc Light +1 Metal gloves protecting the hands up to the middle of the lower arm. |
Fists of the Desert Scorpion (8 def, 4 armour)1.5 T3 hands armor [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+2 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+4 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Mindhook: Level 4.0 Pwr.cost 15 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Lame O (0 def, 9 armour)1.5 T5 hands armor [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Str +4 Wil +3 Con dps ---------- Spell.crit +10% Spell.pwr +16 (+4 eff.) Melee+ 9 lightning 12 nature Dmg.mod +9% lightning +11% nature +9% mind ----- def ----- Armour +9 Resists +9% lightning +6% temporal +9% nature Phys.save +30 (+10 eff.) Spell.save +12 (+4 eff.) Disarm- +60% ---------- misc Mana/turn +0.40 Masteries +0.20 Technique/Grappling Metal gloves protecting the hands up to the middle of the lower arm. |
Spellhunt Remnants (2 def, 3 armour) =S H R=1.5 T2 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+3 eff.) ----- def ----- Armour +3 Defense +2 (+1 eff.) Spell.save +6 (+2 eff.) Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
heroic iron gauntlets of the starseeker (0 def, 5 armour)1.5 T1 hands armor [Ego++] Arcane/Master While equipped: Stats +2 Cun +2 Mag ----- def ----- Armour +5 Resists +6% light +6% darkness Mind.save +5 (+2 eff.) Max.HP +41.00 ---------- misc Infravis +1 Starfall: Puts all charms on 18 cooldown Level 1.0 Pwr.cost 18 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 132.59 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Bethavena (0 def, 4 armour) =Con +6=3.0 T3 head armor [Random Unique] Master While equipped: Stats +2 Str +1 Mag +6 Con dps ---------- Spell.crit +4% Crit.mult +5.00% Phys.pwr +3 (+1 eff.) Spell.pwr +4 (+1 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +7% cold +8% fire Spell.save +10 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Eiliniwen (0 def, 3 armour) =Water Breathe=3.0 T1 head armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Phys.pwr +2 (+1 eff.) Res.pen +20% mind Apr +1 ----- def ----- Armour +3 Fatigue +5% Resists +8% cold ---------- misc Stam/turn +0.40 Max.stam +10.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Layenne the Greenscar (0 def, 3 armour) =Speed Slow Hat=3.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature +9% light On Hit (Melee): * Slows global speed by 30% * 30% chance to blind ----- def ----- Armour +3 Fatigue +5% Resists +5% lightning +6% temporal ---------- misc Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Salubeth the Cracklehue (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +10 Lck dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +5% Dmg.mod +12% darkness +9% lightning Res.pen +10% darkness On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +3 Fatigue +3% Resists +30% lightning A cap made of leather. |
Steamcatcher (12 def, 0 armour)2.0 T4 head armor [Unique] Steamtech While equipped: Stats +10 Cun dps ---------- Steam.crit +5% Steampwr +15 (+7 eff.) Dmg.mod +10% physical ----- def ----- Defense +12 (+5 eff.) Resists +15% fire ---------- misc Steam/turn +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
Velygakira the rough leather cap (0 def, 1 armour) =Wil +6=2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Mag +6 Wil dps ---------- Dmg.mod +15% arcane Phasing +20% ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +6% temporal A cap made of leather. |
Vorakira the Shockserpent (0 def, 1 armour) =Cun 7=2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Str +2 Dex +7 Cun +2 Con dps ---------- Dmg.mod +9% lightning ----- def ----- Armour +1 Fatigue +1% Resists -19% light +6% lightning HP.reg +1.10 ---------- misc Infravis +3 See.Invis +3 Telepathy Demon/Minor Demon/Major A cap made of leather. |
cashmere wizard hat 'Zubeta' (11 def, 6 armour)2.0 T3 head armor [Rare] Arcane While equipped: dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +12% blight Apr +4 ----- def ----- Armour +6 Defense +11 (+5 eff.) Rng.Def +9 (+3 eff.) Resists +12% blight Max.HP +60.00 HP.reg +0.60 A pointy cloth hat, very wizardly... |
defender's drakeskin leather hat (7 def, 12 armour)2.0 T5 head armor [Ego+] Master While equipped: ----- def ----- Armour +12 Defense +7 (+4 eff.) Fatigue +5% Resists +4% all Phys.save +11 (+4 eff.) A hat made of leather. Very stylish. |
drakeskin leather hat 'Polimira' (11 def, 5 armour) =Cun 12=2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +4 Dex +7 Wil +12 Cun dps ---------- Dmg.mod +6% arcane Res.pen +20% mind Acc +9 (+2 eff.) Apr +7 Melee Ret 4 arcane On Melee Ret: * 17% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +11 (+5 eff.) Fatigue +5% Resists +14% blight +12% mind +5% arcane Mind.save +13 (+4 eff.) A hat made of leather. Very stylish. |
drakeskin leather hat 'Xanidabeth' (0 def, 5 armour)2.0 T5 head armor [Random Unique] Master While equipped: Stats +13 Str +9 Dex +5 Con dps ---------- Spell.crit +2% Spell.pwr +2 (+0 eff.) Res.pen +5% arcane On Hit (Melee): * 20% chance to disease ----- def ----- Armour +5 Fatigue +5% Phys.save +13 (+4 eff.) Spell.save +36 (+10 eff.) Mind.save +12 (+4 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% Battle Cry: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
drakeskin leather hat of blood magic (0 def, 5 armour)2.0 T5 head armor [Ego+] Arcane While equipped: Stats +5 Wil +5 Mag dps ---------- Spell.crit +2% Dmg.mod +16% blight +13% arcane ----- def ----- Armour +5 Fatigue +5% A hat made of leather. Very stylish. |
dwarven-steel helm 'Manymakhad' (0 def, 4 armour)3.0 T3 head armor [Random Unique] Master/Psionic While equipped: Stats +6 Str dps ---------- Res.pen +15% arcane Melee Ret 7 physical 4 arcane 4 mind ----- def ----- Armour +4 Fatigue +4% Resists +16% mind +5% arcane Mind.save +16 (+5 eff.) Confus- +38% Skullcracker: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 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 886.3 Physical damage. If the attack hits, the target is confused (41% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating drakeskin leather cap (0 def, 5 armour)2.0 T5 head armor [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +7% cold +15% fire A cap made of leather. |
linen wizard hat 'Armugund' (1 def, 0 armour) =Str +4=2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Str +1 Dex +1 Con dps ---------- Apr +1 ----- def ----- Defense +1 (+1 eff.) Resists +6% cold +5% fire Phys.save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
miner's drakeskin leather cap (0 def, 9 armour)2.0 T5 head armor [Ego] Master While equipped: ----- def ----- Armour +9 Fatigue +5% ---------- misc Infravis +3 A cap made of leather. |
miner's drakeskin leather hat (0 def, 6 armour)2.0 T5 head armor [Ego] Master While equipped: ----- def ----- Armour +6 Fatigue +5% ---------- misc Infravis +2 A hat made of leather. Very stylish. |
impenetrable iron mail armour of cold resistance (2 def, 11 armour)14.0 T1 heavy armor [Ego] Master While equipped: ----- def ----- Armour +11 Defense +2 (+1 eff.) Fatigue +12% Resists +16% cold A suit of armour made of mail. |
voratun mail armour (5 def, 10 armour)14.0 T5 heavy armor [Normal] While equipped: ----- def ----- Armour +10 Defense +5 (+3 eff.) Fatigue +16% A suit of armour made of mail. |
Breath of Eyal (10 def, 10 armour)9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+5 eff.) ----- def ----- Armour +10 Defense +10 (+5 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+6 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Death's Embrace (18 def, 18 armour)9.0 T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Mag +5 Cun dps ---------- Crit.mult +20.00% Spell.pwr +10 (+2 eff.) Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+7 eff.) Resists +30% temporal +30% darkness +30% cold Stealth +10 ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Shades +0.10 Cunning/Stealth Turn yourself invisible (power 27, based on Cunning and Magic) for 10 turns. Uses 44 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Molten Skin (15 def, 12 armour)9.0 T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Phys.crit +8.0% Spell.crit +10% Crit.mult +20.00% Spell.pwr +15 (+3 eff.) Melee+ 15 light 30 fire Ranged+ 15 light 30 fire Dmg.mod +20% fire +5% light +10% all Res.pen +10% light +15% fire Melee Ret 30 fire ----- def ----- Armour +12 Defense +15 (+6 eff.) Resists +20% fire +12% light -5% cold ---------- misc Masteries +0.10 Celestial/Sun +0.10 Celestial/Sunlight +0.10 Spell/Wildfire +0.10 Spell/Fire Blastwave: Level 4.0 Pwr.cost 11 out of 16/16. Range melee/personal Travel.spd instantaneous Is a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 157.25 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
spiked drakeskin leather armour of cold resistance (5 def, 8 armour)9.0 T5 light armor [Ego] Master While equipped: dps ---------- Melee Ret 15 physical ----- def ----- Armour +8 Defense +5 (+3 eff.) Fatigue +8% Resists +27% cold A suit of armour made of leather. |
Cuirass of the Dark Lord (0 def, 30 armour)17.0 T5 massive armor [Unique] Arcane While equipped: Stats +10 Str +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Melee Ret 30 physical ----- def ----- Armour +30 Fatigue +25% Resists +20% physical Phys.save +15 (+5 eff.) HP.reg +0.00 Blood Charges: 0 Drain blood from all creatures within range 5, causing them to bleed for 434.91 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed. Uses 22 power out of 25/25 Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
Eilinulradalaith (5 def, 20 armour) =Water Breathe=17.0 T3 massive armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +9% blight ----- def ----- Armour +20 Defense +5 (+3 eff.) Fatigue +24% Resists +15% acid +8% physical +15% blight +7% fire +17% cold +27% lightning ---------- misc Breathe water A suit of armour made of metal plates. |
dwarven-steel plate armour 'Shockreek' (5 def, 17 armour) =Die At 80=17.0 T3 massive armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +15% lightning Melee Ret 12 lightning ----- def ----- Armour +17 Defense +5 (+3 eff.) Fatigue +24% Resists +11% physical Phys.save +16 (+5 eff.) Die.at -80.00 life HP.reg +1.20 A suit of armour made of metal plates. |
Sanguine Shield (14 def, 4 armour, 220 block) =Con +10=7.0 T4 shield armor [Unique] Master While equipped: Stats +10 Con ----- def ----- Armour +4 Defense +14 (+6 eff.) Rng.Def +14 (+5 eff.) Fatigue +19% Resists +25% blight HP.reg +5.00 ---------- misc Talents +5 Block Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
flaming voratun shield of arcane resistance (+17%) (12 def, 3 armour, 186.5 block)7.0 T5 shield armor [Ego] Nature/Disrupt While equipped: dps ---------- Melee+ 8 fire Melee Ret 15 fire ----- def ----- Armour +3 Defense +12 (+5 eff.) Rng.Def +12 (+4 eff.) Fatigue +14% Resists +17% arcane ---------- misc Talents +5 Block Handheld deflection devices. |
stralite shield 'Boltqueen' (10 def, 2 armour, 145 block)7.0 T4 shield armor [Rare] Nature While equipped: dps ---------- Melee+ 9 cold Dmg.mod +6% blight +9% lightning Res.pen +25% blight Melee Ret 18 ice On Hit (Melee): * 30% chance to daze at end of turn * 20% chance to disease ----- def ----- Armour +2 Defense +10 (+5 eff.) Rng.Def +10 (+4 eff.) Fatigue +14% Resists +6% lightning Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Talents +4 Block Handheld deflection devices. |
stralite shield of earthen fury (10 def, 10 armour, 145.5 block)7.0 T4 shield armor [Ego+] Nature While equipped: ----- def ----- Armour +10 Hardiness +9% Defense +10 (+5 eff.) Rng.Def +10 (+4 eff.) Fatigue +14% Resists +15% physical ---------- misc Talents +4 Block Handheld deflection devices. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1120 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
10 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
6 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Goedalath Rock0.1 T5 demonic gem [Unique] Arcane While carried: Melee Ret 34 healing Mind.save -18 (-8 eff.) HP.reg -2.00 Heal.mod -50% Light -2 Item imbue powers: Phys.pwr +12 (+2 eff.) Spell.pwr +16 (+4 eff.) Dmg.mod +9% all Melee Ret 34 darkness Heal.mod +50% Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe of wreckage (dig speed 23 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +5 Str dps ---------- Apr +8 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 23 cooldown Level 4.0 Pwr.cost 23 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Ulfathel' (dig speed 38 turns) =Stats=3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +5 Mag +1 Con ----- def ----- Fatigue -5% ---------- misc Light +3 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "Of Knowledge And Horrors"2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
10 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Anybar =ANY Bar?=1.0 T3 lite [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Spell.crit +2% Mind.crit +7% Mind.pwr +7 (+4 eff.) Dmg.mod +9% darkness +9% arcane Res.pen +5% blight ----- def ----- Resists +9% light Affinity +5% darkness Mind.save +5 (+2 eff.) ---------- misc Max.vim +30.00 Light +7 Infravis +3 Moonlight Ray: Puts all charms on 8 cooldown Level 4.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 317.89 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Murkhunt the brass lantern2.0 T1 lite [Rare] Master While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +6% arcane Melee Ret 8 blight On Hit (Melee): * Slows global speed by 30% ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.08 Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Unrolelar the brass lantern =Stats=2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Str +4 Mag +2 Cun dps ---------- Melee Ret 4 mind ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Light +2 See.Stealth +8 See.Invis +12 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. |
alchemist's lamp 'Radiancebearer'1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +12% light +9% mind Melee Ret 12 mind 12 nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +18% light Max.HP +63.00 ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +44.00 ---------- misc Light +4 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. |
scorching dwarven lantern of clarity1.0 T5 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 24 fire ----- def ----- Resists +10% fire Mind.save +10 (+3 eff.) ---------- misc Light +4 See.Stealth +5 See.Invis +13 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Eternity's Counter2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Mov.spd +0% Phys.spd +0% Spell.spd +0% Mind.spd +0% Dmg.mod +15% temporal ----- def ----- Resists +15% temporal +0% all Dmg.red +0 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 18 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 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. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+1 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 178 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Spider's Fangs (20/20, 22-26.4 power, 8 apr)3.0 T4 shot ammo [Unique] Nature/Steamtech Power 22.0 - 26.4 Nature Uses 50% Cun, 50% Mag, 70% Dex Acc+ +0.1% dam / acc Apr +8 Crit +2.0% Capacity 20 On Crit: * bursts into an cloud of spydric poison, pinning those inside (with a 10 turn cooldown) Ready to trigger! A dedicated technician seems to have built pockets of spider venom into these rounds. It's not clear how happy the spiders were about this. |
barbed pouch of voratun shots of accuracy (24/24, 54.5-65.4 power, 6 apr)3.0 T5 shot ammo [Ego] Master Power 54.5 - 65.4 Physical Uses 50% Cun, 50% Mag, 70% Dex Acc+ +0.1% dam / acc Acc +16 Apr +6 Crit +7.0% Capacity 24 Ranged+ +12 bleed On Crit: * wounds the target for 7 turns: 25 bleeding, 75% reduced healing Shots are used with slings to pummel your foes to death. |
It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 9 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Xanethra the Flashhacker [power 225] (6 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +2 Str dps ---------- Crit.mult +12.00% Res.pen +15% physical ----- def ----- Armour +8 Defense +9 (+4 eff.) Rng.Def +9 (+3 eff.) Resists +9% lightning Phys.save +20 (+7 eff.) Die.at -40.00 life ---------- misc Wards +3 physical +4 mind +4 darkness Talents +1 Ward Fire a blast of psionic energies in a range 6 beam dealing 124.88 to 249.75 mind damage Puts all charms on 6 cooldown Torques are made by powerful psionics to store psionic powers. |
Xerewe the steel torque of mindblast [power 145] (6 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: ----- def ----- Armour +8 Defense +6 (+3 eff.) Rng.Def +6 (+2 eff.) Phys.save +30 (+10 eff.) Max.HP +30.00 ---------- misc Max.stam +10.00 Fire a blast of psionic energies in a range 6 beam dealing 80.47 to 160.95 mind damage Puts all charms on 6 cooldown 100% to regenerate 4 psi. Torques are made by powerful psionics to store psionic powers. |
hateful iron torque of kinetic psionic shield [power 27] (18 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 27 for 7 turns Puts all charms on 18 cooldown 100% to regenerate 2 hate. Torques are made by powerful psionics to store psionic powers. |
supercharged voratun torque of charged psionic shield [power 223] (22 cooldown)2.0 T5 torque charm [Ego] Psionic Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 223 for 7 turns Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers. |
voratun torque of clear mind [power 5] (9 cooldown)2.0 T5 torque charm [Ego] Psionic Absorb and nullify at most 5 detrimental mental status effects in the next 10 turns Puts all charms on 9 cooldown Torques are made by powerful psionics to store psionic powers. |
9 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Void Shard2.0 T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +10 (+2 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 204.75 temporal and 320.33 darkness damage (based on Magic). Uses 18 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 27 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Resonating Diamond0.0 T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+5 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+5 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By If This Wins I Quit the Yeek Writhing One level 39
2nd Summertide 123rd year of Ascendancy at 01:39 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By If This Wins I Quit the Yeek Writhing One level 38
10th Mirth 123rd year of Ascendancy at 04:34 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By If This Wins I Quit the Yeek Writhing One level 42
47th Dusk 123rd year of Ascendancy at 22:18 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By If This Wins I Quit the Yeek Writhing One level 35
60th Pyre 123rd year of Ascendancy at 09:44 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By If This Wins I Quit the Yeek Writhing One level 30
9th Regrowth 123rd year of Ascendancy at 03:06 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By If This Wins I Quit the Yeek Writhing One level 41
44th Dusk 123rd year of Ascendancy at 07:53 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By If This Wins I Quit the Yeek Writhing One level 38
10th Mirth 123rd year of Ascendancy at 03:34 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By If This Wins I Quit the Yeek Writhing One level 23
52nd Haze 122nd year of Ascendancy at 12:22 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By If This Wins I Quit the Yeek Writhing One level 48
77th Haze 123rd year of Ascendancy at 12:48 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By If This Wins I Quit the Yeek Writhing One level 10
10th Dusk 122nd year of Ascendancy at 03:59 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By If This Wins I Quit the Yeek Writhing One level 20
45th Dusk 122nd year of Ascendancy at 22:11 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By If This Wins I Quit the Yeek Writhing One level 30
1st Regrowth 123rd year of Ascendancy at 23:17 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By If This Wins I Quit the Yeek Writhing One level 40
39th Dusk 123rd year of Ascendancy at 20:41 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By If This Wins I Quit the Yeek Writhing One level 50
3rd Regrowth 124th year of Ascendancy at 04:46 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By If This Wins I Quit the Yeek Writhing One level 50
32nd Regrowth 124th year of Ascendancy at 09:25 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By If This Wins I Quit the Yeek Writhing One level 23
22nd Haze 122nd year of Ascendancy at 01:37 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By If This Wins I Quit the Yeek Writhing One level 42
52nd Dusk 123rd year of Ascendancy at 00:45 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By If This Wins I Quit the Yeek Writhing One level 33
38th Pyre 123rd year of Ascendancy at 01:59 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By If This Wins I Quit the Yeek Writhing One level 41
44th Dusk 123rd year of Ascendancy at 13:45 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By If This Wins I Quit the Yeek Writhing One level 50
32nd Regrowth 124th year of Ascendancy at 09:25 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By If This Wins I Quit the Yeek Writhing One level 6
2nd Flare 122nd year of Ascendancy at 03:34 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By If This Wins I Quit the Yeek Writhing One level 44
12nd Haze 123rd year of Ascendancy at 10:22 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By If This Wins I Quit the Yeek Writhing One level 24
53rd Haze 122nd year of Ascendancy at 16:29 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By If This Wins I Quit the Yeek Writhing One level 17
32nd Dusk 122nd year of Ascendancy at 06:32 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By If This Wins I Quit the Yeek Writhing One level 28
8th Allure 123rd year of Ascendancy at 21:53 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By If This Wins I Quit the Yeek Writhing One level 37
9th Mirth 123rd year of Ascendancy at 14:47 see stats
Log
Radiant horror hits Searing horror for 0 light, 26 healing, 0 fire, 11 healing (0 total damage) [37 healing].
Luminous horror hits worm that walks (servant of If This Wins I Quit) for 5 cold damage.
Luminous horror hits worm that walks (servant of If This Wins I Quit) for 0 cold damage.
Luminous horror receives 437 healing.
Luminous horror hits worm that walks (servant of If This Wins I Quit) for 17 physical, 2 lightning, 0 blight, 2 healing, 7 cold, 22 physical, 0 blight, 2 healing (49 total damage) [4 healing].
worm that walks (servant of If This Wins I Quit) hits Luminous horror for (17 absorbed), 0 cold (0 total damage).
worm that walks (servant of If This Wins I Quit) hits Luminous horror for 17 cold damage.
worm that walks (servant of If This Wins I Quit) hits Luminous horror for 17 cold damage.
worm that walks (servant of If This Wins I Quit) hits Radiant horror for 16 cold damage.
worm that walks (servant of If This Wins I Quit) hits Luminous horror for 10 cold damage.
worm that walks (servant of If This Wins I Quit) hits Luminous horror for (17 absorbed), 0 cold (0 total damage).
worm that walks (servant of If This Wins I Quit) hits Luminous horror for 40 physical, 6 lightning, 9 blight, 17 cold, 51 physical, 9 blight (132 total damage).
worm that walks (servant of If This Wins I Quit) hits Searing horror for (16 absorbed), 0 cold (0 total damage).
Luminous horror casts Healing Light.
Luminous horror casts Providence.
Luminous horror HEALS from light damage!
Luminous horror reflects damage back to Luminous horror!
Luminous horror hits Luminous horror for 0 light, 13 healing (0 total damage) [13 healing].
Luminous horror receives 437 healing.
Luminous horror hits Luminous horror for 0 light damage.
Searing horror HEALS from fire damage!
Radiant horror reflects damage back to Searing horror!
Radiant horror HEALS from fire damage!
Searing horror's Body of Fire hits Radiant horror for 95 fire, 63 healing (95 total damage) [63 healing].
Searing horror's Body of Fire hits Carrion worm mass for 175 fire damage.
Luminous horror hits Carrion worm mass for 7 light damage.
Radiant horror hits Searing horror for 0 fire, 36 healing (0 total damage) [36 healing].
Your hatred grows even as your life fades! (+4 hate)
Character control switched to If This Wins I Quit.
Saving game...










































































































































































































