Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | 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:
Items Vault 1.5.0Donators/Buyers bonus! Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
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 Adventure |
Sex | Male |
Race | Shalore |
Class | Adventurer |
Level / Exp | 33 / 66% |
Size | medium |
Lifes / Deaths | Killed by Lisomina the black bear at level 10 on the 20th Dusk 122nd year of Ascendancy at 15:47 0 / 6Killed by Arata the gloomy black bear at level 15 on the 56th Dusk 122nd year of Ascendancy at 13:59 Killed by Glorigaba the squid at level 18 on the 1st Allure 123rd year of Ascendancy at 00:07 Killed by ritch flamespitter at level 31 on the 11st Pyre 123rd year of Ascendancy at 20:01 Killed by Elonne the corrupted dendritic hemospinner at level 32 on the 13rd Pyre 123rd year of Ascendancy at 18:45 Killed by Vorutira the corrupted acidic digestor at level 32 on the 14th Pyre 123rd year of Ascendancy at 09:07 |
Primary Stats
Strength | 55 (base 18) |
Dexterity | 40 (base 13) |
Constitution | 36 (base 12) |
Magic | 85 (base 53) |
Willpower | 45 (base 12) |
Cunning | 89 (base 60) |
Resources
Mana | 238/238 |
Equilibrium | 10 |
Steam | 100/100 |
Life | 724/724 |
Psi | 135/135 |
Stamina | 333/333 |
Hate | 74/100 |
Healing Factor | 1.2993203883495 |
Regeneration | 2.9234708737863 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +60% |
Spell | 0% |
Global | +145% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 6 |
See Stealth | 47.840619376272 |
See Invisible | 49.840619376272 |
Offense: Mainhand
Damage | 134 |
Accuracy | 57 |
Crit Chance | 67% |
APR | 5 |
Speed | 1.00 |
Offense: Offhand
Damage | 134 |
Accuracy | 57 |
Crit Chance | 67% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 51 |
Crit Chance | 35% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 29% |
Speed | 1 |
Offense: Damage Bonus
Acid | +14% |
Lightning | +17% |
Physical | +54% |
Cold | +23% |
All | +8% |
Offense: Damage Penetration
Physical | +35% |
Light | +10% |
Nature | +25% |
Defense: Base
Armour (hardiness) | 89.551211628464 (74.117647058824%) |
Defense | 37 |
Ranged Defense | 42 |
Fatigue | 28 |
Physical Save | 31 |
Spell Save | 54 |
Mental Save | 43 |
Defense: Resistances
Acid | + 25%( 70%) |
Blight | + 17%( 70%) |
Mind | + 14%( 70%) |
All | + 9%( 70%) |
Darkness | + 27%( 70%) |
Light | + 23%( 70%) |
Temporal | + 14%( 70%) |
Lightning | + 27%( 70%) |
Fire | + 14%( 70%) |
Nature | + 25%( 70%) |
Defense: Immunities
Disarm Resistance | 60% |
Bleed Resistance | 56% |
Confusion Resistance | 30% |
Instadeath Resistance | 100% |
Poison Resistance | 71% |
Blind Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 524 life over 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 525 damage for 4 turns. Its effects scale with your Magic stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.8 steam per turn. Can be activated for an instant burst of 54 steam. |
Class Talents
Cursed / Rampage | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Wild-gift / Ooze | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Reflexes | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Elusiveness | 1.00 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Steamtech / Gunner training | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
talent | Essence of Speed |
talent | Agile Gunner |
talent | Mitosis |
talent | Beyond the Flesh |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
You failed to protect the lost warrior from death by Ce'Nydabeth the rattlesnake. Escort: lost warrior (level 3 of Scintillating Caves) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the worried loremaster from death by snow giant thunderer. Escort: worried loremaster (level 2 of Daikara) | 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 64. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed faerlhing fang. * You've found the needed honey tree root. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed vial of elder vampire blood. * You've found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed minotaur nose. * You've found the needed storm wyrm claw. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed black mamba head. * You've found the needed ritch stinger. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | onyx 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. |
Quiver | Ce'Ninne the Boltnoon (20/20, 55.5-66.6 power, 5 apr) Ce'Ninne the Boltnoon (20/20, 55.5-66.6 power, 5 apr)3.0 T4 shot ammo [Rare] Master Power 55.5 - 66.6 Mind Uses 50% Mag, 120% Cun Acc+ +0.1% dam / acc Apr +5 Crit +5.5% Capacity 20 Ranged+ +4 lightning +12 mind On Hit.r1 +16 lightning +8 mind On Crit.r2 +12 lightning +20 mind On Hit: * 40% chance to daze at end of turn Shots are used with slings to pummel your foes to death. |
On hands | Steam Powered Gauntlets (0 def, 12 armour) Steam Powered Gauntlets (0 def, 12 armour)1.5 T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Gauntlets. But with steam power! |
Light source | brass lantern 'Relgeran' brass lantern 'Relgeran'2.0 T1 lite [Rare] Master While equipped: ----- def ----- Armour +10 Defense +6 (+3 eff.) Rng.Def +6 (+2 eff.) Resists +6% mind +6% fire Blind- +30% Confus- +20% ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Kufast (6 def, 9 armour) Kufast (6 def, 9 armour)2.0 T3 head armor [Random Unique] Arcane/Master While equipped: Stats +5 Str dps ---------- Spell.pwr +2 (+0 eff.) S.pwr/crit +4 ----- def ----- Armour +9 Defense +6 (+3 eff.) Fatigue +3% Resists +9% blight +8% darkness +5% all Phys.save +11 (+5 eff.) Spell.save +40 (+11 eff.) Mind.save +9 (+3 eff.) ---------- misc Mana/turn +0.04 Mana/s.crit +2.00 Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 5 turns. A hat made of leather. Very stylish. |
On feet | pair of dwarven-steel boots 'Flashstoker' (12 def, 9 armour) pair of dwarven-steel boots 'Flashstoker' (12 def, 9 armour)3.0 T3 feet armor [Random Unique] Arcane/Master While equipped: dps ---------- Mov.spd +20% Dmg.mod +9% lightning Melee Ret 4 lightning ----- def ----- Armour +9 Defense +12 (+5 eff.) Fatigue +3% Resists +6% nature +9% lightning ---------- misc Infravis +2 Evasion: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 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 26% chance to evade melee and ranged attacks and 13 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. |
Tool | Rhyfang the iron pickaxe (dig speed 36 turns) Rhyfang the iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +2 Mag +4 Con dps ---------- Spell.crit +6% Crit.mult +12.00% Dmg.mod +12% physical Acc +4 (+2 eff.) ----- def ----- Armour +6 HP.reg +0.40 ---------- misc Max.mana +21.00 Max.stam +10.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Glowumbra Glowumbra0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Str +4 Mag +5 Wil dps ---------- Spell.pwr +6 (+2 eff.) ----- def ----- Armour +4 Resists +12% acid Blind- +23% ---------- misc Light +3 Infravis +4 See.Stealth +5 See.Invis +7 Rings can have magical properties. |
On fingers | steel ring 'Greenhack' steel ring 'Greenhack'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +9% physical Res.pen +25% nature +15% physical ----- def ----- Armour +6 Defense +8 (+3 eff.) Resists +6% nature Rings can have magical properties. |
Around neck | starlit gold amulet of strength (+5) starlit gold amulet of strength (+5)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Str ----- def ----- Resists +10% light +12% darkness Blind- +20% Amulets can have magical properties. |
In main hand | stralite steamgun 'Salunn' stralite steamgun 'Salunn'4.0 T4 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +20 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +9 cold On Crit.r2 +4 acid Uses 2.0 Steam While equipped: dps ---------- Phys.crit +8.0% Dmg.mod +6% acid +15% cold Acc +18 (+6 eff.) ----- def ----- Resists +6% acid ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | rough leather belt 'Layykira' rough leather belt 'Layykira'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Phys.crit +7.0% Acc +4 (+2 eff.) ----- def ----- Armour +4 Defense +6 (+3 eff.) Rng.Def +6 (+2 eff.) Resists +6% lightning +6% temporal A belt that goes around your waist. |
In off hand | Morningdream Morningdream4.0 T4 steamgun 1H weapon [Rare] Master/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +20 Atk.spd 100% Range +9 Proj.spd +600% On Crit.r2 +8 light On Hit: * 40% chance to blind Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +19% physical Res.pen +10% light +20% physical ----- def ----- Resists +6% nature +6% light Spell.save +18 (+6 eff.) Poison- +15% Disarm- +10% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | Ananeg the linen cloak (1 def, 6 armour) Ananeg the linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +4 Cun +5 Wil dps ---------- Phys.crit +2.0% ----- def ----- Armour +6 Defense +1 (+0 eff.) Max.HP +33.00 ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Toxinrock the dwarven-steel plate armour (5 def, 11 armour) Toxinrock the dwarven-steel plate armour (5 def, 11 armour)17.0 T3 massive armor [Rare] Nature While equipped: dps ---------- Phys.crit +5.0% Crit.mult +6.00% Dmg.mod +6% physical On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +11 Defense +5 (+2 eff.) Fatigue +24% Max.HP +45.00 HP.reg +1.60 Heal.mod +11% ---------- misc Max.stam +30.00 A suit of armour made of metal plates. |
Inventory
medical injector implant (efficiency 83% / cooldown 77%) medical injector implant (efficiency 83% / cooldown 77%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 83% efficiency and cooldown mod of 77%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the duelist (efficiency 145% / cooldown 71%) medical injector implant of the duelist (efficiency 145% / cooldown 71%)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 145% efficiency and cooldown mod of 71%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 187% / cooldown 67%) medical injector implant of the sneak (efficiency 187% / cooldown 67%)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 187% efficiency and cooldown mod of 67%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 222% / cooldown 82%) medical injector implant of the sneak (efficiency 222% / cooldown 82%)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 222% efficiency and cooldown mod of 82%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 152% / cooldown 76%) medical injector implant of the warrior (efficiency 152% / cooldown 76%)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 152% efficiency and cooldown mod of 76%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 4) steam generator implant (steam 4)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 4.7 steam per turn. Can be activated for an instant burst of 23 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 7) 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 22 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 7.4 steam per turn. Can be activated for an instant burst of 37 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 titan (heal 154) healing infusion of the titan (heal 154)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 154 and cleanse 1 wound and 1 poison effect. 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. |
heroism infusion of the psychic (+10 for 9 turns, die at -548) heroism infusion of the psychic (+10 for 9 turns, die at -548)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 10 for 9 turns. While Heroism is active, you will only die when reaching -548 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. |
insidious poison infusion of the duelist (23 nature damage, 44% healing reduction) insidious poison infusion of the duelist (23 nature damage, 44% healing reduction)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 19 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 23.14 nature damage per turn for 7 turns, and reducing the target's healing received by 44%. The sudden stream of natural forces also strips you of one random detrimental magical effect. 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. |
insidious poison infusion of the titan (33 nature damage, 33% healing reduction) insidious poison infusion of the titan (33 nature damage, 33% healing reduction)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 33.94 nature damage per turn for 7 turns, and reducing the target's healing received by 33%. The sudden stream of natural forces also strips you of one random detrimental magical effect. 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 sneak (643% speed; 6 turns) movement infusion of the sneak (643% 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 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 643% 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 Cunning 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 (911% speed; 5 turns) movement infusion of the wizard (911% 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 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 911% 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 of the sneak (heal 512 over 5 turns) regeneration infusion of the sneak (heal 512 over 5 turns)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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 512 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. |
regeneration infusion of the wizard (heal 571 over 5 turns) regeneration infusion of the wizard (heal 571 over 5 turns)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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 571 life over 5 turns. 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. |
sun infusion of the titan (rad 7; power 41; turns 4; dispels darkness) sun infusion of the titan (rad 7; power 41; turns 4; dispels darkness)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 brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 20). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 41) for 4 turns. 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. |
sun infusion of the warrior (rad 6; power 49; turns 4; dispels darkness) sun infusion of the warrior (rad 6; power 49; turns 4; dispels darkness)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 24). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 49) for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 23%; cure magical) wild infusion of the duelist (resist 23%; cure magical)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 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 Dexterity 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 warrior (resist 23%; cure magical) wild infusion of the warrior (resist 23%; cure magical)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 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 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (330.00 temporal damage, removed from time 4 turns) Rune of the Rift (330.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 356.40 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune of the duelist (171 acid damage; disarm 5 turns with power 43) acid wave rune of the duelist (171 acid damage; disarm 5 turns with power 43)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 171.00 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 43 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. |
acid wave rune of the warrior (222 acid damage; disarm 5 turns with power 49) acid wave rune of the warrior (222 acid damage; disarm 5 turns with power 49)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 unleash a wave of acid in a cone of radius 6, doing 222.30 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 49 vs. physical save). The surge of natural acids will remove one detrimental magical 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. |
biting gale rune of the psychic (159 cold damage; freeze 3 turns with power 45) biting gale rune of the psychic (159 cold damage; freeze 3 turns with power 45)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 159.90 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 45 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the duelist (range 11) controlled phase door rune of the duelist (range 11)0.1 T4 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport in a range of 11. 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. |
controlled phase door rune of the wizard (range 11) controlled phase door rune of the wizard (range 11)0.1 T4 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport in a range of 11. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the duelist (177 fire damage) heat beam rune of the duelist (177 fire damage)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 177.12 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the titan (220 lightning damage) lightning rune of the titan (220 lightning damage)0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of lightning, doing 73.63 to 220.90 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the titan (134 lightning damage) lightning rune of the titan (134 lightning damage)0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of lightning, doing 44.77 to 134.32 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the titan (378 lightning damage) lightning rune of the titan (378 lightning damage)0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of lightning, doing 126.28 to 378.85 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the sneak (1057% regen over 10 turns; 52 instant mana) manasurge rune of the sneak (1057% regen over 10 turns; 52 instant mana)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1057% for 10 turns and instantly restoring 52 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
manasurge rune of the warrior (1494% regen over 10 turns; 74 instant mana) manasurge rune of the warrior (1494% regen over 10 turns; 74 instant mana)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1494% for 10 turns and instantly restoring 74 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
phase door rune of the titan (range 11; power 34; dur 5) phase door rune of the titan (range 11; power 34; dur 5)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 34%, your defense is increased by 34 and all your resistances by 34%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 417 for 5 turns) shielding rune of the duelist (absorb 417 for 5 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 417 damage for 5 turns. 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. |
shielding rune of the psychic (absorb 252 for 4 turns) shielding rune of the psychic (absorb 252 for 4 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 252 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 400 for 4 turns) shielding rune of the wizard (absorb 400 for 4 turns)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 create a protective shield absorbing at most 400 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 38) teleportation rune (range 38)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 38 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune (radius 13; dur 16; see animal) vision rune (radius 13; dur 16; see animal)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (13 radius) and to allow you to see invisible and stealthed creatures (power 19) for 16 turns. Your mind will become more receptive for 16 turns, allowing you to sense any animal around. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the duelist (radius 12; dur 22; see demon) vision rune of the duelist (radius 12; dur 22; see demon)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 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 (12 radius) and to allow you to see invisible and stealthed creatures (power 18) for 22 turns. Your mind will become more receptive for 22 turns, allowing you to sense any demon around. 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. |
vision rune of the wizard (radius 10; dur 20; see horror) vision rune of the wizard (radius 10; dur 20; see horror)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 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 (10 radius) and to allow you to see invisible and stealthed creatures (power 25) for 20 turns. Your mind will become more receptive for 20 turns, allowing you to sense any horror around. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the wizard (radius 12; dur 21; see horror) vision rune of the wizard (radius 12; dur 21; see horror)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (12 radius) and to allow you to see invisible and stealthed creatures (power 22) for 21 turns. Your mind will become more receptive for 21 turns, allowing you to sense any horror around. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
schematic: Air Recycler schematic: Air Recycler0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper schematic: Alchemist's Helper0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Antimagic Shell 2 schematic: Antimagic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Armour Reinforcement 4 schematic: Armour Reinforcement0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell schematic: Corrosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Crystal Plating 3 schematic: Crystal Plating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Deflection Field 4 schematic: Deflection Field0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Explosive Shell 4 schematic: Explosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fatal Attractor 2 schematic: Fatal Attractor0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve schematic: Fiery Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Flash Powder 6 schematic: Flash Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Focus Lens 5 schematic: Focus Lens0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Frost Salve 2 schematic: Frost Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fungal Web 2 schematic: Fungal Web0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap schematic: Grounding Strap0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Headlamp 2 schematic: Headlamp0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve schematic: Healing Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hook Shell 2 schematic: Hook Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Incendiary Groove schematic: Incendiary Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip schematic: Iron Grip0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Itching Powder 2 schematic: Itching Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser schematic: Kinetic Stabiliser0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil schematic: Lightning Coil0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Magnetic Shell 3 schematic: Magnetic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mana Coil 2 schematic: Mana Coil0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental Stimulator 2 schematic: Mental Stimulator0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread schematic: Moss Tread0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Pain Suppressor Salve 4 schematic: Pain Suppressor Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Poison Groove 2 schematic: Poison Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Razor Edge 2 schematic: Razor Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots schematic: Rocket Boots0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating schematic: Rustproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Saw Projector 3 schematic: Saw Projector0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Shell 2 schematic: Saw Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Second Skin 5 schematic: Second Skin0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge schematic: Shocking Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Shocking Touch 2 schematic: Shocking Touch0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Silver Filigree 6 schematic: Silver Filigree0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid Shell schematic: Solid Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Steamgun 5 schematic: Steamgun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Steamsaw 4 schematic: Steamsaw0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Thunderclap Coating 3 schematic: Thunderclap Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher schematic: Toxic Cannister Launcher0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Unstoppable Force Salve 2 schematic: Unstoppable Force Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Viral Injector 2 schematic: Viral Injector0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun schematic: Viral Needlegun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell schematic: Voltaic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Water Salve 2 schematic: Water Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Waterproof Coating 2 schematic: Waterproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: White Light Emitter 2 schematic: White Light Emitter0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Winterchill Edge 3 schematic: Winterchill Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Shard of Insanity Shard of Insanity0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+3 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+12 eff.) Confus- -100% Inner Demons: Level 4.0 Pwr.cost 30 out of 30/30. Range 7 Travel.spd instantaneous Is a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 15% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Spellblaze Echoes Spellblaze Echoes0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +6% Spell.pwr +8 (+2 eff.) S.pwr/crit +15 ----- def ----- Armour +6 Defense +6 (+3 eff.) Unleash a destructive wail, destroying terrain and dealing 777.70 physical damage (based on Magic) in a radius of 3. Uses 60 power out of 60/60 This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
Anedezor Anedezor0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Str +4 Wil +5 Con dps ---------- Phys.pwr +6 (+1 eff.) Dmg.mod +14% acid ----- def ----- Resists +28% acid Mind.save +28 (+9 eff.) ---------- misc Max.hate +10.00 Rings can have magical properties. |
Bloodcaller Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
Lightglean the gold ring Lightglean the gold ring0.1 T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Wil +5 Cun +3 Con dps ---------- Mind.pwr +7 (+2 eff.) Res.pen +25% light Melee Ret 8 acid ----- def ----- Resists +12% acid Spell.save +13 (+4 eff.) Blind- +23% ---------- misc Max.stam +13.00 Infravis +4 See.Stealth +16 See.Invis +5 Rings can have magical properties. |
Naturepall Naturepall0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Cun +4 Dex dps ---------- Dmg.mod +6% nature Res.pen +25% nature Acc +6 (+2 eff.) On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +6% nature Rings can have magical properties. |
Thundergasher Thundergasher0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +1 Str +5 Dex +5 Cun dps ---------- Dmg.mod +21% lightning +11% nature Res.pen +5% lightning Acc +6 (+2 eff.) ----- def ----- Resists +24% lightning +22% nature ---------- misc See.Invis +3 Rings can have magical properties. |
Umbrawilter the gold ring Umbrawilter the gold ring0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Dex +6 Cun +5 Con dps ---------- Dmg.mod +15% fire Acc +7 (+3 eff.) ----- def ----- Armour +4 Resists +3% darkness +30% fire Phys.save +10 (+5 eff.) Mind.save +30 (+10 eff.) Blind- +5% Rings can have magical properties. |
Vargh Redemption Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 17.20 cold and 21.53 physical damage (based on Willpower) each turn and knocking opponents back. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Writhing Ring of the Hunter 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 (-19 eff.) Spell.save -30 (-10 eff.) Mind.save -30 (-13 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. |
copper ring 'Unlightsear' copper ring 'Unlightsear'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +6% darkness +3% fire Res.pen +10% darkness +20% fire ----- def ----- Phys.save +6 (+3 eff.) Rings can have magical properties. |
gladiator's gold ring of misery gladiator's gold ring of misery0.1 T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Str +4 Cun +6 Con dps ---------- Phys.pwr +8 (+2 eff.) Melee+ 8 bleed Ranged+ 5 bleed On Hit (Melee): * 15% chance to cause random gloom On Hit (Ranged): * 12% chance to cause random gloom ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 292% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
marksman's gold ring of corrosion (+24%) marksman's gold ring of corrosion (+24%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +12% acid Acc +8 (+3 eff.) ----- def ----- Resists +24% acid Rings can have magical properties. |
psionicist's stralite ring of light (+28%) psionicist's stralite ring of light (+28%)0.1 T4 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +6 Wil dps ---------- Dmg.mod +14% light ----- def ----- Resists +28% light Mind.save +12 (+4 eff.) Rings can have magical properties. |
warrior's copper ring of perseverance warrior's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 HP.reg +1.10 Stun/Frz- +21% Rings can have magical properties. |
warrior's steel ring of darkness (+24%) warrior's steel ring of darkness (+24%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +12% darkness ----- def ----- Armour +8 Resists +24% darkness Rings can have magical properties. |
warrior's stralite ring of clarity warrior's stralite ring of clarity0.1 T4 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Str ----- def ----- Armour +8 Mind.save +9 (+3 eff.) Confus- +35% Rings can have magical properties. |
Flarewoe the steel battleaxe (21.5-32.25 power, 2 apr) Flarewoe the steel battleaxe (21.5-32.25 power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Arcane Power 21.5 - 32.2 Physical Uses 120% Wil, 50% Mag Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +8 acid On Hit.r1 +8 acid +14 fire On Hit: * 20% chance to corrode armour by 30% While equipped: dps ---------- Dmg.mod +18% fire Res.pen +15% acid +25% fire ----- def ----- Resists +6% fire Massive two-handed battleaxes. |
chilling stralite battleaxe of daylight (43-64.5 power, 3 apr) chilling stralite battleaxe of daylight (43-64.5 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego] Arcane Power 43.0 - 64.5 Physical Uses 120% Wil, 50% Mag Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% Melee+ +17 light +23 cold Against +21% Undead Massive two-handed battleaxes. |
dwarven-steel battleaxe of erosion (33-49.5 power, 2 apr) dwarven-steel battleaxe of erosion (33-49.5 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Nature Power 33.0 - 49.5 Physical Uses 120% Wil, 50% Mag Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Melee+ +16 nature +10 temporal Massive two-handed battleaxes. |
Icy Kill (35-45.5 power, 10 apr) Icy Kill (35-45.5 power, 10 apr)1.0 T4 dagger 1H weapon Reqs Dex 42 [Unique] Nature/Psionic Power 35.0 - 45.5 Physical Uses 45% Wil, 45% Cun, 50% Mag Acc+ +0.5% APR / acc Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
thought-forged stralite dagger of massacre (34.5-44.85 power, 9 apr) thought-forged stralite dagger of massacre (34.5-44.85 power, 9 apr)1.0 T4 dagger 1H weapon [Ego] Master/Psionic Power 34.5 - 44.9 Physical Uses 45% Wil, 50% Mag, 45% Cun Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% Melee+ +12 mind On Hit: * 11% chance to cause random gloom While equipped: Stats +4 Cun +3 Wil Sharp, short and deadly. |
dwarven-steel greatmaul (42-63 power, 2 apr) dwarven-steel greatmaul (42-63 power, 2 apr)5.0 T3 greatmaul 2H weapon [Normal] Power 42.0 - 63.0 Physical Uses 120% Wil, 50% Mag Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
thought-forged stralite greatmaul of paradox (55-82.5 power, 3 apr) thought-forged stralite greatmaul of paradox (55-82.5 power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego] Arcane/Psionic Power 55.0 - 82.5 Physical Uses 120% Wil, 50% Mag Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% Melee+ +13 temporal +13 mind On Hit: * 24% chance to cause random gloom While equipped: Stats +5 Cun +6 Wil dps ---------- Melee Ret 13 temporal ----- def ----- Resists +14% temporal Massive two-handed mauls. |
acidic dwarven-steel greatsword of massacre (45-72 power, 2 apr) acidic dwarven-steel greatsword of massacre (45-72 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane/Master Power 45.0 - 72.0 Physical Uses 120% Wil, 50% Mag Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +13 acid On Crit: * splashes the target with acid Massive two-handed swords. |
steel greatsword 'Gara' (23.5-37.6 power, 2 apr) steel greatsword 'Gara' (23.5-37.6 power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Arcane Power 23.5 - 37.6 Physical Uses 120% Wil, 50% Mag Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +12 lightning +16 acid On Hit: * 25% chance for lightning to arc to a second target While equipped: ----- def ----- Resists +6% light +4% physical Phys.save +12 (+6 eff.) Spell.save +6 (+2 eff.) Silence- +10% Disarm- +20% Massive two-handed swords. |
mighty elven-wood longbow of lightning mighty elven-wood longbow of lightning4.0 T4 longbow 2H weapon [Ego] Arcane/Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit / acc Atk.spd 125% Range +9 Ranged+ +17 lightning While equipped: Stats +5 Str dps ---------- Phys.pwr +14 (+3 eff.) Dmg.mod +23% lightning Longbows are used to shoot arrows at your foes. |
Blade of Distorted Time (40-56 power, 10 apr) Blade of Distorted Time (40-56 power, 10 apr)3.0 T4 longsword 1H weapon [Unique] Arcane Power 40.0 - 56.0 Physical Uses 90% Wil, 70% Mag 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 +12% temporal +10% physical Rethread: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Rethread the timeline, dealing 74.19 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. |
balanced steel longsword (16.5-23.1 power, 3 apr) balanced steel longsword (16.5-23.1 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Master Power 16.5 - 23.1 Physical Uses 100% Wil, 50% Mag Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +28% Sharp, long, and deadly. |
flaming dwarven-steel longsword of massacre (28.5-39.9 power, 4 apr) flaming dwarven-steel longsword of massacre (28.5-39.9 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Arcane/Master Power 28.5 - 39.9 Physical Uses 100% Wil, 50% Mag Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% On Hit.r1 +13 fire Sharp, long, and deadly. |
Psionic Fury (12-13.2 power, 25 apr, mind damage) Psionic Fury (12-13.2 power, 25 apr, mind damage)3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic Power 12.0 - 13.2 Mind Uses 40% Wil, 50% Mag, 20% Cun Mastery Psiblades Acc uses Wil Apr +25 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +8% Mind.pwr +10 (+3 eff.) Dmg.mod +15% mind +5% physical ----- def ----- Resists +10% mind Release a wave of psionic power, dealing 141.48 mind damage (based on Willpower) to all within radius 5. Uses 40 power out of 40/40 This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
Thermal Focus (14-15.4 power, 32 apr, fire damage) Thermal Focus (14-15.4 power, 32 apr, fire damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 14.0 - 15.4 Fire Uses 45% Wil, 50% Mag, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +5.0% Atk.spd 100% Dmg.conv 50% cold While equipped: dps ---------- Mind.crit +8% Mind.pwr +16 (+5 eff.) Dmg.mod +20% fire +20% cold Res.pen +12% fire +12% cold ----- def ----- Resists +20% fire +20% cold Spell.save +12 (+4 eff.) ---------- misc Psi/turn +1.00 Talents +1 Psionic Maelstrom Masteries +0.20 Psionic/Thermal mastery Thermal energies are focussed in the core of this mindstar. |
gifted pulsing mindstar of slime (12.5-13.75 power, 32 apr, nature damage) gifted pulsing mindstar of slime (12.5-13.75 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego] Nature/Disrupt Power 12.5 - 13.8 Nature Uses 45% Wil, 50% Mag, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +13 (+4 eff.) Dmg.mod +3% nature On Melee Ret: * Slows global speed by 3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's thorny mindstar of life (8-8.8 power, 24 apr, nature damage) nature's thorny mindstar of life (8-8.8 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 8.0 - 8.8 Nature Uses 40% Wil, 50% Mag, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +3% nature ----- def ----- Resists +4% blight Max.HP +27.00 HP.reg +0.50 Disease- +10% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
pulsing mindstar of resolve (13-14.3 power, 32 apr, mind damage) pulsing mindstar of resolve (13-14.3 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego] Nature/Psionic Power 13.0 - 14.3 Mind Uses 45% Wil, 50% Mag, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) ----- def ----- Phys.save +6 (+3 eff.) 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. |
fungal hardened leather sling of power fungal hardened leather sling of power4.0 T3 sling 1H weapon [Ego] Nature/Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.1% dam / acc Atk.spd 125% Range +8 While equipped: Stats +3 Con dps ---------- Dmg.mod +13% physical Res.pen +14% physical ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 144 life over 5 turns Puts all charms on 20 cooldown Slings are used to hurl stones or metal shots at your foes. |
mighty reinforced leather sling of power mighty reinforced leather sling of power4.0 T4 sling 1H weapon [Ego] Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.1% dam / acc Atk.spd 125% Range +9 While equipped: Stats +1 Str dps ---------- Phys.pwr +9 (+2 eff.) Dmg.mod +12% physical Res.pen +11% physical Slings are used to hurl stones or metal shots at your foes. |
steady reinforced leather sling of power steady reinforced leather sling of power4.0 T4 sling 1H weapon [Ego] Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.1% dam / acc Atk.spd 125% Range +9 While equipped: dps ---------- Phys.crit +5.0% Dmg.mod +9% physical Res.pen +14% physical Acc +9 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
Blazeguile the ash starstaff (15-18 power, 3 apr, darkness element) Blazeguile the ash starstaff (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Random Unique] Arcane/Master Power 15.0 - 18.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +4 lightning While equipped: Stats +1 Mag +2 Wil dps ---------- Phys.crit +9.0% Spell.crit +2% Crit.mult +11.00% Spell.pwr +12 (+4 eff.) Dmg.mod +15% darkness +9% lightning On Hit (Melee): * Slows global speed by 30% ---------- misc Max.mana +13.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel yew starstaff of illumination (20-24 power, 4 apr, darkness element) cruel yew starstaff of illumination (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Ego] Nature/Master Power 20.0 - 24.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +3% Crit.mult +13.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% darkness On Hit (Melee): * 8% chance to blind ----- def ----- Defense +7 (+3 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 95.43 light damage. Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff 'Dagahek' (25-30 power, 5 apr, blight element) elven-wood magestaff 'Dagahek' (25-30 power, 5 apr, blight element)5.0 T4 staff 2H weapon [Random Unique] 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 +11% Spell.pwr +19 (+6 eff.) Dmg.mod +25% blight ----- def ----- Resists +9% light +3% darkness Phys.save +3 (+1 eff.) ---------- misc Mana/turn +0.36 Equi/ret +0.04 Psi/ret +0.04 Max.mana +105.00 Talents +1 Command Staff Unleash an elemental blastwave, dealing 92.22 to 110.67 blight damage in a radius 5 around the user Puts all charms on 10 cooldown Staves designed for wielders of magic, by the greats of the art. |
shimmering elven-wood magestaff (25-30 power, 5 apr, fire element) shimmering elven-wood magestaff (25-30 power, 5 apr, fire 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 +4% Spell.pwr +12 (+4 eff.) Dmg.mod +25% fire ---------- misc Mana/turn +0.19 Max.mana +47.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel steamgun of power dwarven-steel steamgun of power4.0 T3 steamgun 1H weapon [Ego] Master/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +12 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +11% physical Res.pen +10% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
ranger's dwarven-steel steamgun of cunning (+5) ranger's dwarven-steel steamgun of cunning (+5)4.0 T3 steamgun 1H weapon [Ego] Master/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +5 Cun +3 Dex dps ---------- Res.pen +10% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Mayynn (27.5-41.25 power, 14 apr) Mayynn (27.5-41.25 power, 14 apr)3.0 T3 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 27.5 - 41.2 Phys.bleed Uses 100% Wil, 50% Mag Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +48 Melee+ +11 lightning On Hit: * 25% chance for lightning to arc to a second target Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +6% physical Melee Ret 12 acid ----- def ----- Armour +10 Defense +15 (+6 eff.) Rng.Def +9 (+3 eff.) Fatigue +8% HP.reg +0.80 ---------- 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! |
Shimmerburst (21.5-32.25 power, 14 apr) Shimmerburst (21.5-32.25 power, 14 apr)3.0 T3 steamsaw 1H weapon [Rare] Master/Steamtech Power 21.5 - 32.2 Phys.bleed Uses 100% Wil, 50% Mag Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +47 Uses 1.0 Steam While equipped: dps ---------- S.pwr/crit +6 Dmg.mod +24% lightning ----- def ----- Armour +4 Defense +17 (+6 eff.) Fatigue +8% Resists +18% lightning Proj.evade +6% Spell.save +9 (+3 eff.) ---------- misc Mana/s.crit +4.00 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! |
flaming stralite steamsaw of the mystic (30-45 power, 19 apr) flaming stralite steamsaw of the mystic (30-45 power, 19 apr)3.0 T4 steamsaw 1H weapon [Ego] Arcane/Steamtech Power 30.0 - 45.0 Phys.bleed Uses 100% Wil, 50% Mag Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +65 On Hit.r1 +9 fire Uses 1.0 Steam While equipped: Stats +3 Mag +1 Wil dps ---------- Spell.pwr +8 (+2 eff.) ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
arcing deep-steel trident of daylight (25.5-40.8 power, 10 apr) arcing deep-steel trident of daylight (25.5-40.8 power, 10 apr)3.0 T3 trident 2H weapon [Ego] Arcane Power 25.5 - 40.8 Physical Uses 120% Wil, 50% Mag Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +10 Crit +2.5% Atk.spd 100% Melee+ +13 light +13 lightning Against +12% Undead On Hit: * 25% chance for lightning to arc to a second target A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
deep-steel trident (29.5-47.2 power, 10 apr) deep-steel trident (29.5-47.2 power, 10 apr)3.0 T3 trident 2H weapon [Normal] Power 29.5 - 47.2 Physical Uses 120% Wil, 50% Mag Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +10 Crit +2.5% Atk.spd 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
deep-steel trident (26-41.6 power, 10 apr) deep-steel trident (26-41.6 power, 10 apr)3.0 T3 trident 2H weapon [Normal] Power 26.0 - 41.6 Physical Uses 120% Wil, 50% Mag Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +10 Crit +2.5% Atk.spd 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
slime-covered stralite waraxe of massacre (38.5-53.9 power, 5 apr) slime-covered stralite waraxe of massacre (38.5-53.9 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego] Disrupt/Master Power 38.5 - 53.9 Physical Uses 100% Wil, 50% Mag Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% On Hit: * Slows global speed by 6% One-handed war axes. |
nightruned hardened leather belt of transcendence nightruned hardened leather belt of transcendence1.0 T3 belt armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Resists +7% light +10% darkness Phys.save +7 (+3 eff.) A belt that goes around your waist. |
rough leather belt of unlife rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +7% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Cloak of Daggers (10 def, 0 armour) Cloak of Daggers (10 def, 0 armour)2.0 T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Defense +10 (+4 eff.) Phys.save +10 (+5 eff.) Has a 50% chance each turn to slash an adjacent enemy for 267 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
resilient cashmere cloak of Iron Throne (2 def, 0 armour) resilient cashmere cloak of Iron Throne (2 def, 0 armour)2.0 T3 cloak armor [Ego] Nature/Master While equipped: Stats +3 Str +2 Con ----- def ----- Defense +2 (+1 eff.) Max.HP +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of Iron Throne (2 def, 7 armour) thick cashmere cloak of Iron Throne (2 def, 7 armour)2.0 T3 cloak armor [Ego] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +7 Defense +2 (+1 eff.) Resists +16% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of the Archmage (10 def, 10 armour) Robe of the Archmage (10 def, 10 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Spell.pwr +15 (+5 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+4 eff.) Resists +10% fire +10% cold Spell.save +18 (+6 eff.) Mind.save +15 (+5 eff.) Blind- +40% ---------- misc Mana/turn +1.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
focusing silk robe of corrosion (+21%) (3 def, 0 armour) focusing silk robe of corrosion (+21%) (3 def, 0 armour)2.0 T4 cloth armor [Ego] Nature/Psionic While equipped: Stats +7 Mag +5 Wil dps ---------- Dmg.mod +14% acid ----- def ----- Defense +3 (+1 eff.) Resists +21% acid ---------- misc Mana/turn +0.10 Psi/turn +0.26 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing silk robe of the mind (+15%) (3 def, 0 armour) focusing silk robe of the mind (+15%) (3 def, 0 armour)2.0 T4 cloth armor [Ego] Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +15% mind ----- def ----- Defense +3 (+1 eff.) Resists +15% mind ---------- misc Mana/turn +0.28 Psi/turn +0.20 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven silk robe of darkness (+21%) (3 def, 0 armour) mindwoven silk robe of darkness (+21%) (3 def, 0 armour)2.0 T4 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +3 (+1 eff.) Dmg.mod +14% darkness ----- def ----- Defense +3 (+1 eff.) Resists +21% darkness Mind.save +19 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe of corrosion (+16%) (3 def, 0 armour) silk robe of corrosion (+16%) (3 def, 0 armour)2.0 T4 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Defense +3 (+1 eff.) Resists +16% acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy silk robe of corrosion (+19%) (3 def, 0 armour) slimy silk robe of corrosion (+19%) (3 def, 0 armour)2.0 T4 cloth armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +13% acid On Melee Ret: * Slows global speed by 6% * 5 arcane resource burn ----- def ----- Defense +3 (+1 eff.) Resists +19% acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Anti-Gravity Boots (8 def, 8 armour) Anti-Gravity Boots (8 def, 8 armour)3.0 T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 6% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (89 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (151 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Cinderfeet (3 def, 5 armour) Cinderfeet (3 def, 5 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +18% fire ----- def ----- Armour +5 Defense +3 (+1 eff.) Fatigue +6% Resists +20% cold ---------- misc Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 55 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
Shoes of Moving Slowly (0 def, 0 armour) Shoes of Moving Slowly (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Armour +0 Defense +0 (+0 eff.) Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
blood-soaked pair of hardened leather boots of disengagement (0 def, 3 armour) blood-soaked pair of hardened leather boots of disengagement (0 def, 3 armour)2.0 T3 feet armor [Ego++] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Apr +9 ----- def ----- Armour +3 Fatigue +3% Disengage: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 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 64% 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. A pair of boots made of leather. |
miner's pair of dwarven-steel boots of uncanny dodging (4 def, 10 armour) miner's pair of dwarven-steel boots of uncanny dodging (4 def, 10 armour)3.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +10 Defense +4 (+2 eff.) Rng.Def +3 (+1 eff.) Fatigue +3% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots of speed (0 def, 4 armour) pair of dwarven-steel boots of speed (0 def, 4 armour)3.0 T3 feet armor [Ego+] Arcane While equipped: dps ---------- Mov.spd +20% ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots (0 def, 3 armour) pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% A pair of boots made of leather. |
pair of hardened leather boots of uncanny dodging (4 def, 3 armour) pair of hardened leather boots of uncanny dodging (4 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +4 (+2 eff.) Rng.Def +5 (+1 eff.) Fatigue +3% A pair of boots made of leather. |
stealthy pair of hardened leather boots of uncanny dodging (4 def, 3 armour) stealthy pair of hardened leather boots of uncanny dodging (4 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: Stats +8 Lck +5 Dex ----- def ----- Armour +3 Defense +4 (+2 eff.) Rng.Def +5 (+1 eff.) Fatigue +3% Stealth +9 A pair of boots made of leather. |
Ruthless Grip (0 def, 5 armour) Ruthless Grip (0 def, 5 armour)1.5 T4 hands armor [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% ---------- misc Max.hate +20.00 Frost Grab: Level 4.0 Pwr.cost 20 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Grab a target and pull it next to you, covering it with frost while reducing its movement speed by 50% for 7 turns. The ice will also deal 98.38 cold damage. The damage and chance to slow will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Spellhunt Remnants (2 def, 3 armour) Spellhunt Remnants (2 def, 3 armour)1.5 T2 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+2 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. |
Storm Bringer's Gauntlets (0 def, 3 armour) Storm Bringer's Gauntlets (0 def, 3 armour)1.5 T3 hands armor [Unique] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Dmg.mod +10% lightning ----- def ----- Armour +3 Resists +15% lightning Res.Cap +5% lightning Chain Lightning: Level 3.0 Pwr.cost 16 out of 16/16. Range 10 Travel.spd instantaneous Is a spell Description: Invokes a forking beam of lightning doing 52.03 to 156.10 damage and forking to another target. It can hit up to 6 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. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
blighted dwarven-steel gauntlets of magic (+4) (0 def, 2 armour) blighted dwarven-steel gauntlets of magic (+4) (0 def, 2 armour)1.5 T3 hands armor [Ego] Arcane While equipped: Stats +4 Mag dps ---------- Melee+ 8 blight Dmg.mod +6% blight +3% arcane ----- def ----- Armour +2 Resists +7% blight Metal gloves protecting the hands up to the middle of the lower arm. |
blighted hardened leather gloves of magic (+3) (0 def, 2 armour) blighted hardened leather gloves of magic (+3) (0 def, 2 armour)1.0 T3 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 8 blight Dmg.mod +3% arcane +5% blight ----- def ----- Armour +2 Resists +6% blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets of strength (+4) (0 def, 2 armour) dwarven-steel gauntlets of strength (+4) (0 def, 2 armour)1.5 T3 hands armor [Ego] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Armour +2 Metal gloves protecting the hands up to the middle of the lower arm. |
Dragon-helm of Kroltar (5 def, 9 armour) Dragon-helm of Kroltar (5 def, 9 armour)3.0 T4 head armor [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck dps ---------- Dmg.mod +10% physical +10% fire ----- def ----- Armour +9 Defense +5 (+2 eff.) Fatigue +10% ---------- misc Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Level 3.0 Pwr.cost 45 out of 45/45. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 5. The sound wave is so strong, your foes also take 124.57 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+3 eff.) Mind.save +12 (+4 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Infused Cerebrum (8 def, 0 armour) Infused Cerebrum (8 def, 0 armour)2.0 T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun dps ---------- Spell.pwr +12 (+4 eff.) Mind.pwr +12 (+4 eff.) ----- def ----- Defense +8 (+3 eff.) Fear- -60% Assault the mind of a foe to utterly dominate it. Uses 100 power out of 150/150 This headwear seems made entirely out of half rotten brain matter. Do you really want to put that over your head? |
Malslek the Accursed's Hat (2 def, 0 armour) Malslek the Accursed's Hat (2 def, 0 armour)2.0 T4 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +10% Spell.pwr +10 (+3 eff.) Mind.pwr +15 (+5 eff.) Melee+ 30% gloom effects Dmg.mod +10% darkness +10% physical ----- def ----- Defense +2 (+1 eff.) Resists +20% fire Mind.save -10 (-3 eff.) Heal.mod -10% ---------- misc Hate/m.crit +2.00 Hate/kill +2.00 Max.hate +20.00 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony 2 On Mind Hit: 10% Hateful Whisper 2 This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
cleansing hardened leather hat (0 def, 3 armour) cleansing hardened leather hat (0 def, 3 armour)2.0 T3 head armor [Ego] Disrupt While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +8% nature +8% blight A hat made of leather. Very stylish. |
dragonslayer's hardened leather hat of fortune (0 def, 3 armour) dragonslayer's hardened leather hat of fortune (0 def, 3 armour)2.0 T3 head armor [Ego++] Nature While equipped: Stats +11 Lck dps ---------- Phys.crit +4.0% Spell.crit +3% Mind.crit +2% ----- def ----- Armour +3 Fatigue +3% Resists +8% acid +8% fire +9% lightning +7% cold A hat made of leather. Very stylish. |
hardened leather hat of strength (+3) (0 def, 3 armour) hardened leather hat of strength (+3) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +3% A hat made of leather. Very stylish. |
insulating hardened leather cap of dexterity (+4) (0 def, 3 armour) insulating hardened leather cap of dexterity (+4) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +4 Dex ----- def ----- Armour +3 Fatigue +3% Resists +8% fire +8% cold A cap made of leather. |
stabilizing hardened leather hat of the depths (0 def, 3 armour) stabilizing hardened leather hat of the depths (0 def, 3 armour)2.0 T3 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +11% cold Phys.save +13 (+6 eff.) ---------- misc Breathe water A hat made of leather. Very stylish. |
Glowtorrent the dwarven-steel mail armour (13 def, 14 armour) Glowtorrent the dwarven-steel mail armour (13 def, 14 armour)14.0 T3 heavy armor [Rare] Psionic While equipped: Stats +3 Mag +4 Wil +3 Cun dps ---------- Dmg.mod +12% light Res.pen +10% light On Hit (Melee): * 30% chance to blind ----- def ----- Armour +14 Defense +13 (+5 eff.) Fatigue +10% Mind.save +18 (+6 eff.) ---------- misc Light +2 See.Invis +6 Telepathy Dragon A suit of armour made of mail. |
dwarven-steel mail armour 'Delulentir' (3 def, 23 armour) dwarven-steel mail armour 'Delulentir' (3 def, 23 armour)14.0 T3 heavy armor [Rare] Master While equipped: Stats +6 Wil ----- def ----- Armour +23 Defense +3 (+1 eff.) Fatigue +16% Resists +6% fire +6% mind +6% light Spell.save +30 (+9 eff.) Mind.save +6 (+2 eff.) A suit of armour made of mail. |
rejuvenating stralite mail armour of acid resistance (4 def, 8 armour) rejuvenating stralite mail armour of acid resistance (4 def, 8 armour)14.0 T4 heavy armor [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +16% Resists +21% acid HP.reg +2.80 ---------- misc Stam/turn +1.30 A suit of armour made of mail. |
rejuvenating hardened leather armour (3 def, 6 armour) rejuvenating hardened leather armour (3 def, 6 armour)9.0 T3 light armor [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% HP.reg +2.70 ---------- misc Stam/turn +1.00 A suit of armour made of leather. |
Ivagama the Muckparry (7 def, 19 armour) Ivagama the Muckparry (7 def, 19 armour)17.0 T4 massive armor [Random Unique] Arcane/Master While equipped: dps ---------- Melee+ 12 acid 15 fire Res.pen +15% acid Melee Ret 13 acid 12 fire On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Armour +19 Defense +7 (+3 eff.) Fatigue +19% Resists +24% acid +21% temporal +9% nature +12% fire Phys.save +9 (+4 eff.) A suit of armour made of metal plates. |
Sootjeer (21 def, 24 armour) Sootjeer (21 def, 24 armour)17.0 T5 massive armor Reqs Str 60 [Random Unique] Arcane/Psionic While equipped: Stats +5 Cun dps ---------- Melee+ 19 acid 16 fire Dmg.mod +15% acid Melee Ret 13 acid 13 fire On Hit (Melee): * 30% chance to corrode armour by 30% * 30% chance to inflict 15% damage reduction ----- def ----- Armour +24 Defense +21 (+8 eff.) Fatigue +26% Resists +36% acid +30% fire +9% arcane +6% darkness Spell.save +16 (+5 eff.) Mind.save +21 (+7 eff.) A suit of armour made of metal plates. |
dwarven-steel shield of cold resistance (+20%) (8 def, 2 armour, 86 block) dwarven-steel shield of cold resistance (+20%) (8 def, 2 armour, 86 block)7.0 T3 shield armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +8 (+3 eff.) Rng.Def +8 (+2 eff.) Fatigue +12% Resists +20% cold ---------- misc Talents +3 Block Handheld deflection devices. |
shocking dwarven-steel shield of resilience (8 def, 2 armour, 77.5 block) shocking dwarven-steel shield of resilience (8 def, 2 armour, 77.5 block)7.0 T3 shield armor [Ego] Nature While equipped: dps ---------- Melee+ 6 lightning Melee Ret 12 lightning ----- def ----- Armour +2 Defense +8 (+3 eff.) Rng.Def +8 (+2 eff.) Fatigue +12% Max.HP +51.00 ---------- misc Talents +3 Block Handheld deflection devices. |
deadly quiver of elven-wood arrows of vileness (22/22, 54.5-76.3 power, 14 apr) deadly quiver of elven-wood arrows of vileness (22/22, 54.5-76.3 power, 14 apr)3.0 T4 arrow ammo [Ego] Arcane/Master Power 54.5 - 76.3 Physical Uses 50% Wil, 50% Mag, 70% Cun Acc+ +0.2% crit / acc Apr +14 Crit +2.5% Capacity 22 Ranged+ +17 blight On Hit: * 14% chance to disease Arrows are used with bows to pierce your foes to death. |
psychokinetic quiver of yew arrows of erosion (18/18, 32.5-45.5 power, 10 apr) psychokinetic quiver of yew arrows of erosion (18/18, 32.5-45.5 power, 10 apr)3.0 T3 arrow ammo [Ego] Nature/Psionic Power 32.5 - 45.5 Physical Uses 50% Wil, 50% Mag, 70% Cun Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 18 Ranged+ +12 temporal +11 nature +35 physical On Hit: * 10% chance to knock the target back Arrows are used with bows to pierce your foes to death. |
3 agate 3 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. |
503 alchemist agate 503 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. |
onyx 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. |
4 aquamarine 4 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. |
3 lapis lazuli 3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 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. |
3 opal 3 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. |
sapphire sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +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. |
6 emerald 6 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. |
jade 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. |
2 spinel 2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Stimulus Stimulus2.0 T4 injector tool [Unique] Steamtech While equipped: Stats +5 Cun ----- def ----- Defense +12 (+5 eff.) Phys.save +15 (+7 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+5 eff.) Inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack. Uses 4 power out of 20/20 Activation is instant. This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as 'invigorating' and 'increasing the combat potency.' |
Summertide Phial Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (101 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
5 garnet 5 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. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Wind Worn Shot (25/25, 39-46.8 power, 15 apr) Wind Worn Shot (25/25, 39-46.8 power, 15 apr)3.0 T4 shot ammo [Unique] Nature Power 39.0 - 46.8 Physical Uses 50% Mag, 120% Cun Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Capacity 25 Proj.spd +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
Tree of Life Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
Yvemina the yew totem of thorny skin [power 48] (20 cooldown) Yvemina the yew totem of thorny skin [power 48] (20 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Apr +9 ----- def ----- Armour +4 Resists +9% blight +15% cold +9% darkness +9% acid Harden the skin for 7 turns increasing armour by 48 and armour hardiness by 50% Puts all charms on 20 cooldown 100% to regenerate 7 stamina. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of thorny skin 'Lightrigor' [power 76] (20 cooldown) dragonbone totem of thorny skin 'Lightrigor' [power 76] (20 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% arcane Res.pen +20% light +10% temporal Melee Ret 16 light ----- def ----- Resists +3% temporal ---------- misc Wards +4 acid +4 nature +2 light Talents +1 Ward +4 Rushing Claws Cooldown Rushing Claws -1 Harden the skin for 7 turns increasing armour by 76 and armour hardiness by 70% Puts all charms on 20 cooldown 100% to regenerate 11 stamina. Natural totems are made by powerful wilders to store nature power. |
5 amethyst 5 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. |
bright yew wand of conjuration [power 241] (10 cooldown) bright yew wand of conjuration [power 241] (10 cooldown)2.0 T3 wand charm [Ego] Arcane Fire a bolt of a random element with (base) damage 120 to 241 Puts all charms on 10 cooldown 100% to regenerate 4 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
moonstone moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+4 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+4 eff.) Phys.save +10 (+5 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. |
5 quartz 5 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
ametrine 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. |
4 zircon 4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By InsanelyShalventuren the Shalore Adventurer level 31
11st Pyre 123rd year of Ascendancy at 04:14 see stats
By InsanelyShalventuren the Shalore Adventurer level 23
41st Regrowth 123rd year of Ascendancy at 08:08 see stats
By InsanelyShalventuren the Shalore Adventurer level 10
15th Dusk 122nd year of Ascendancy at 00:14 see stats
By InsanelyShalventuren the Shalore Adventurer level 32
15th Pyre 123rd year of Ascendancy at 01:33 see stats
By InsanelyShalventuren the Shalore Adventurer level 20
8th Allure 123rd year of Ascendancy at 07:39 see stats
By InsanelyShalventuren the Shalore Adventurer level 29
80th Regrowth 123rd year of Ascendancy at 08:23 see stats
By InsanelyShalventuren the Shalore Adventurer level 19
4th Allure 123rd year of Ascendancy at 06:03 see stats
By InsanelyShalventuren the Shalore Adventurer level 10
15th Dusk 122nd year of Ascendancy at 00:14 see stats
By InsanelyShalventuren the Shalore Adventurer level 20
7th Allure 123rd year of Ascendancy at 06:20 see stats
By InsanelyShalventuren the Shalore Adventurer level 30
5th Pyre 123rd year of Ascendancy at 01:11 see stats
By InsanelyShalventuren the Shalore Adventurer level 16
71st Dusk 122nd year of Ascendancy at 08:02 see stats
By InsanelyShalventuren the Shalore Adventurer level 27
67th Regrowth 123rd year of Ascendancy at 21:49 see stats
By InsanelyShalventuren the Shalore Adventurer level 24
50th Regrowth 123rd year of Ascendancy at 02:30 see stats
By InsanelyShalventuren the Shalore Adventurer level 9
7th Dusk 122nd year of Ascendancy at 12:59 see stats
By InsanelyShalventuren the Shalore Adventurer level 11
28th Dusk 122nd year of Ascendancy at 22:01 see stats
By InsanelyShalventuren the Shalore Adventurer level 21
10th Allure 123rd year of Ascendancy at 13:06 see stats
By InsanelyShalventuren the Shalore Adventurer level 15
55th Dusk 122nd year of Ascendancy at 09:44 see stats
Log
You have taken the life of an experienced foe! (+26 hate)
You have taken the life of an experienced foe! (+26 hate)
An elite foe has fallen to your hate! (+60 hate)
You collect a new ingredient: orc heart (1).
InsanelyShalventuren somehow catches the falling steamguns.
InsanelyShalventuren picks up ( .): schematic: Water Salve.
InsanelyShalventuren picks up (2.): schematic: Grounding Strap.
Resting starts...
InsanelyShalventuren is back to normal.
InsanelyShalventuren is no longer rampaging.
The shield around InsanelyShalventuren crumbles.
InsanelyShalventuren slows down.
Talent Awesome Toss is ready to use.
Talent Rune: Shielding is ready to use.
Rested for 26 turns (stop reason: all resources and life at maximum).
Resting starts...
Talent Rampage is ready to use.
Talent Lightning Speed is ready to use.
Talent Grace of the Eternals is ready to use.
Rested for 37 turns (stop reason: all resources and life at maximum).
InsanelyShalventuren deactivates Mitosis.
InsanelyShalventuren deactivates Agile Gunner.
InsanelyShalventuren deactivates Beyond the Flesh.
InsanelyShalventuren deactivates Essence of Speed.