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Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Gunslinger |
Level / Exp | 32 / 59% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 37 (base 10) |
Dexterity | 78 (base 60) |
Constitution | 32 (base 15) |
Magic | 14 (base 10) |
Willpower | 25 (base 10) |
Cunning | 89.6 (base 60) |
Resources
Life | 906/906 |
Mana | 241/241 |
Steam | 100/100 |
Healing Factor | 1.1724420161894 |
Regeneration | 8.5002046173734 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +45% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 3 |
See Invisible | 21 |
Offense: Mainhand
Damage | 84 |
Accuracy | 75 |
Crit Chance | 52% |
APR | 7 |
Speed | 1.00 |
Offense: Offhand
Damage | 84 |
Accuracy | 75 |
Crit Chance | 52% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 14 |
Crit Chance | 28% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +42% |
Acid | +15% |
Light | +18% |
Nature | +9% |
Cold | +34% |
Physical | +16% |
Fire | +6% |
All | 0% |
Offense: Damage Penetration
Physical | +25% |
Lightning | +26% |
Cold | +19% |
Nature | +25% |
Defense: Base
Armour (hardiness) | 29 (49.007671158813%) |
Defense | 52 |
Ranged Defense | 52 |
Fatigue | 0 |
Physical Save | 42 |
Spell Save | 13 |
Mental Save | 55 |
Defense: Resistances
Blight | + 20%( 70%) |
Arcane | + 12%( 70%) |
Mind | + 10%( 70%) |
All | + 7%( 70%) |
Lightning | + 60%( 70%) |
Light | + 10%( 70%) |
Physical | + 11%( 70%) |
Cold | + 32%( 70%) |
Fire | + 36%( 70%) |
Nature | + 20%( 70%) |
Defense: Immunities
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Confusion Resistance | 10% |
Stun Resistance | 50% |
Disarm Resistance | 80% |
Poison Resistance | 16% |
Blind Resistance | 20% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.4 steam per turn. Can be activated for an instant burst of 47 steam. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 176% efficiency and cooldown mod of 61%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 178% efficiency and cooldown mod of 93%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.0 steam per turn. Can be activated for an instant burst of 45 steam. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 703% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Automation | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Avoidance | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Elusiveness | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Gunslinging | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Steamtech / Gunner training | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Chant of Fortitude |
talent | Evasive Shots |
talent | Premonition |
talent | Automated Cloak Tessellation |
talent | Embedded Restoration Systems |
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 |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed skeleton mage skull. | 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Unrileraldil the pair of dwarven-steel boots (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +5 (-) Fatigue: +3% (-) Effects on melee hit: * 20% chance to reduce armor by 18% Damage (Melee): 0(-20) item acid corrode Changes stats: +14(-) Str / +5(-) Wil / +4(-) Con Changes damage: +6%(-) acid / +7%(-) physical Talents granted: +3.00(-) Rocket Boots Infravision radius: +3 (-) See invisible: +15 (-) Size category: +1 (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() Betena the Shinevalor (22/22, 189% power, 6 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 190% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 (-) Crit. chance: +20.0% (-) Capacity: 22 (-) On weapon hit: * 20 arcane resource burn * 10% chance to slow global speed by 52% On weapon crit: * Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +15(-) nature / +12(-) light Damage (radius 1) on hit: +16(-) light Shots are used with slings to pummel your foes to death. This item has been sent to the Item's Vault. |
Light source | ![]() Adossra Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +30 (+7 eff.) (-) Physical power: +15 (+5 eff.) (-) Armour: +4 (-) Reduces incoming crit damage: 15.00% (-) Only die when reaching: -40.00 life (-) Maximum life: +43.00 (-) Light radius: +3 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() Isyda the hardened leather hat (0 def, 4 armour) Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +3 (+1 eff.) (-) Armour: +4 (-) Fatigue: +3% (-) Changes stats: +11(-) Str / +11(-) Dex / +4(-) Wil / +10(-) Cun / +4(-) Con Physical save: +19 (+8 eff.) (-) Mental save: +14 (+5 eff.) (-) See invisible: +6 (-) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 211.2 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
On hands | ![]() Xogaba the Growthweeper (0 def, 2 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 (-) Changes resistances: +5%(-) arcane / +12%(-) cold Changes resistances penetration: +25%(-) nature Talents granted: +3.00(-) Iron Grip Mental save: +6 (+2 eff.) (-) Blindness immunity: +20% (-) Disarm immunity: +80% (-) Life regen: +3.00 (-) Stamina each turn: +1.00 (-) Only die when reaching: -40.00 life (-) Maximum life: +40.00 (-) Maximum stamina: +18.00 (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() Shinewish [power 79] (25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +2(-) Dex / +4(-) Con Changes damage: +18%(-) light Silence immunity: +20% (-) Life regen: +4.00 (-) Maximum life: +40.00 (-) It can be used to setup a psionic shield, reducing all damage taken by 79 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Wheel of Fate Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) (-) Armour penetration: +1 (-) Armour: +4 (-) Effects on melee hit: * 15% chance to reduce all saves and defense by 25 Damage (Melee): 0(-15) item expose / 12(-) physical Effects on ranged hit: * 16% chance to reduce all saves and defense by 25 Damage (Ranged): 0(-16) item expose / 22(-) physical Changes stats: +5(-) Dex / +5(-) Cun / +2(-) Con Hate when firing a critical mind attack: +1.00 (-) Maximum hate: +8.00 (-) Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation puts all charms on cooldown for 1 turns. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? Tap to cycle through comparison choices |
On fingers | ![]() gold ring 'Brightquench' Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-2 eff.)) Armour penetration: +0 (-1) Armour: +0 (-4) Damage (Melee): 0(-12) physical / 0(-15) item expose Damage (Ranged): 0(-22) physical / 0(-16) item expose Changes stats: +1 Str / +0(-5) Dex / +0(-5) Cun / +3(+1) Con Changes resistances: +8% blight / +8% nature / +3% light Poison immunity: +16% Disease immunity: +15% Hate when firing a critical mind attack: +0.00 (-1.00) Only die when reaching: -80.00 life Maximum hate: +0.00 (-8.00) Mindpower: +5 (+2 eff.) Mental crit. chance: +5% Rings make your fingers look great! Tap to cycle through comparison choices |
Around neck | ![]() Xanawen the steel amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1(-) Str Changes resistances: +14%(-) fire / +4%(-) physical / +15%(-) cold Changes damage: +9%(-) physical Equilibrium when hit: +0.08 (-) Only die when reaching: -40.00 life (-) Maximum stamina: +10.00 (-) Amulets make your neck look great! |
In main hand | ![]() Brandfiend Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 (-) Attack speed: 100% (-) Firing range: +10 (-) Travel speed: +600% (-) Damage (Ranged): +10(-) lightning / +12(-) fire / +20(-) mind Damage (radius 1) on hit: +36(-) 20% chance of physical repulsion Damage (radius 2) on crit: +27(-) lightning / +37(-) cold Attacks use: 2.0(-) Steam When wielded/worn: Accuracy: +14 (+3 eff.) (-) Physical crit. chance: +5.0% (-) Effects on ranged hit: * 20% chance to reduce all saves and defense by 25 Damage (Ranged): 0(-20) item expose Changes resistances: +3%(-) mind Changes resistances penetration: +16%(-) lightning / +19%(-) cold Changes damage: +22%(-) lightning / +6%(-) fire Movement speed: +45% (-) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. This item has been sent to the Item's Vault. Tap to cycle through comparison choices |
Around waist | ![]() hardened leather belt 'Duvadir' Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) (-) Effects on melee hit: * 20% chance to reduce armor by 18% Damage (Melee): 0(-20) item acid corrode Damage when hit (Melee): 6(-) acid Changes stats: +1(-) Wil Changes resistances: +18%(-) lightning / +6%(-) blight Changes damage: +9%(-) acid Mental save: +8 (+3 eff.) (-) Maximum life: +60.00 (-) Slows Projectiles: +15% (-) A belt that goes around your waist. |
In off hand | ![]() Relguldil the Flowerraptor Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 (-) Attack speed: 100% (-) Firing range: +10 (-) Travel speed: +600% (-) Damage (Ranged): +14(+4) lightning / +12 cold / +0(-20) mind / +0(-12) fire Damage (radius 1) on hit: +36(-) 20% chance of physical repulsion Damage (radius 2) on crit: +0(-27) lightning / +0(-37) cold Attacks use: 2.0(-) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-14 (-3 eff.)) Physical crit. chance: +0.0% (-5.0%) Damage (Ranged): 0(-20) item expose Changes resistances: +9% lightning / +6% nature / +0%(-3%) mind Changes resistances penetration: +10%(-6%) lightning / +25% physical / +0%(-19%) cold Changes damage: +20%(-2%) lightning / +34% cold / +9% nature / +0%(-6%) fire Movement speed: +0% (-45%) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. This item has been sent to the Item's Vault. Tap to cycle through comparison choices |
Cloak | ![]() Arisewe the linen cloak (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Effects on melee hit: * 10% chance to reduce armor by 18% Damage (Melee): 0(-10) item acid corrode Changes stats: +4(-) Mag Changes resistances: +30%(-) lightning Stun/Freeze immunity: +50% (-) Maximum life: +31.00 (-) Light radius: +3 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Porunn the cured leather armour (7 def, 10 armour) Requires: - Strength 14 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +3.0% (-) Physical power: +5 (+2 eff.) (-) Armour: +10 (-) Defense: +7 (+2 eff.) (-) Fatigue: +8% (-) Damage when hit (Melee): 10(-) physical Changes stats: +5(-) Cun / +5(-) Wil Changes resistances: +17%(-) fire Critical mult.: +13.00% (-) Mental save: +13 (+5 eff.) (-) Spell crit. chance: +3% (-) Damage Shield penetration: +20% (-) A suit of armour made of leather. |
Inventory
![]() medical injector implant of the titan (efficiency 109% / cooldown 94%) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 109%(-67%) efficiency and cooldown mod of 94%.(+33%) Its effects scale with your -Cunning, +Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Tap to cycle through comparison choices |
![]() medical injector implant of the wizard (efficiency 107% / cooldown 78%) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 107%(-69%) efficiency and cooldown mod of 78%.(+17%) Its effects scale with your -Cunning, +Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Tap to cycle through comparison choices |
![]() steam generator implant of the psychic (steam 6) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.5(-3.9) steam per turn. Can be activated for an instant burst of 28(-19) steam. Its effects scale with your -Cunning, +Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Tap to cycle through comparison choices |
![]() steam generator implant of the psychic (steam 6) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 30(+3) Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.1(-3.3) steam per turn. Can be activated for an instant burst of 30(-17) steam. Its effects scale with your -Cunning, +Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Tap to cycle through comparison choices |
![]() steam generator implant of the titan (steam 9) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 26(-1) Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.8(-0.6) steam per turn. Can be activated for an instant burst of 44(-3) steam. Its effects scale with your -Cunning, +Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Tap to cycle through comparison choices |
![]() steam generator implant of the wizard (steam 5) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 31(+4) Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.3(-4.1) steam per turn. Can be activated for an instant burst of 27(-20) steam. Its effects scale with your -Cunning, +Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Tap to cycle through comparison choices |
![]() movement infusion of the warrior (speed 511%; cd 12) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12(+1) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 511%(-192%) for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your -Cunning, +Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 115 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 143 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 18 up to 4 times. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Pyremoon Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +0(-1) Str Changes resistances: +3% acid / +0%(-4%) physical / +6% darkness / +3%(-12%) cold / +5% arcane / +0%(-14%) fire Changes resistances penetration: +10% fire Changes damage: +0%(-9%) physical / +6% fire Cut immunity: +50% Equilibrium when hit: +0.00 (-0.08) Only die when reaching: +0.00 life (+40.00 life) Maximum stamina: +0.00 (-10.00) Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 268 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() copper amulet of constitution (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +0(-1) Str / +2 Con Changes resistances: +0%(-14%) fire / +0%(-4%) physical / +0%(-15%) cold Changes damage: +0%(-9%) physical Equilibrium when hit: +0.00 (-0.08) Only die when reaching: +0.00 life (+40.00 life) Maximum stamina: +0.00 (-10.00) Amulets make your neck look great! |
![]() starlit copper amulet of strength (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3(+2) Str Changes resistances: +0%(-4%) physical / +10% light / +0%(-14%) fire / +10% darkness / +0%(-15%) cold Changes damage: +0%(-9%) physical Blindness immunity: +20% Equilibrium when hit: +0.00 (-0.08) Only die when reaching: +0.00 life (+40.00 life) Maximum stamina: +0.00 (-10.00) Amulets make your neck look great! |
![]() Issaran Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +12 Changes stats: +0(-1) Str / +4 Mag / +2 Wil Changes resistances: +13%(-1%) fire / +3%(-1%) physical / +15%(-) cold Changes damage: +0%(-9%) physical Equilibrium when hit: +0.00 (-0.08) Only die when reaching: +0.00 life (+40.00 life) Maximum stamina: +0.00 (-10.00) Infravision radius: +1 Amulets make your neck look great! |
![]() Earilathaneg Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-2 eff.)) Armour penetration: +0 (-1) Armour: +0 (-4) Damage (Melee): 0(-12) physical / 0(-15) item expose Damage (Ranged): 0(-22) physical / 0(-16) item expose Changes stats: +0(-5) Dex / +0(-5) Cun / +0(-2) Con Changes resistances: +22% lightning / +3% mind / +6% acid Changes damage: +11% lightning Teleport immunity: +20% Hate when firing a critical mind attack: +0.00 (-1.00) Maximum hate: +0.00 (-8.00) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() mule's copper ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-2 eff.)) Armour penetration: +0 (-1) Armour: +0 (-4) Fatigue: -5% Damage (Melee): 0(-12) physical / 0(-15) item expose Damage (Ranged): 0(-22) physical / 0(-16) item expose Changes stats: +0(-5) Dex / +0(-5) Cun / +0(-2) Con Maximum encumbrance: +20 Stun/Freeze immunity: +20% Life regen: +1.00 Hate when firing a critical mind attack: +0.00 (-1.00) Maximum hate: +0.00 (-8.00) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() rogue's copper ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-2 eff.)) Armour penetration: +0 (-1) Armour: +0 (-4) Defense: +4 (+1 eff.) Damage (Melee): 0(-12) physical / 0(-15) item expose Damage (Ranged): 0(-22) physical / 0(-16) item expose Changes stats: +0(-5) Dex / +2(-3) Cun / +0(-2) Con Disarm immunity: +21% Pinning immunity: +21% Knockback immunity: +20% Hate when firing a critical mind attack: +0.00 (-1.00) Maximum life: +20.00 Maximum hate: +0.00 (-8.00) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() titan's copper ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-2 eff.)) Armour penetration: +0 (-1) Armour: +0 (-4) Damage (Melee): 0(-12) physical / 0(-15) item expose Damage (Ranged): 0(-22) physical / 0(-16) item expose Changes stats: +0(-5) Dex / +0(-5) Cun / +3(+1) Con Physical save: +6 (+2 eff.) Hate when firing a critical mind attack: +0.00 (-1.00) Maximum hate: +0.00 (-8.00) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() Murkhue Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-2 eff.)) Armour penetration: +0 (-1) Physical crit. chance: +1.0% Physical power: +25 (+8 eff.) Armour: +6 (+2) Damage (Melee): 0(-12) physical / 0(-15) item expose Damage (Ranged): 0(-22) physical / 0(-16) item expose Changes stats: +0(-5) Dex / +0(-5) Cun / +3(+1) Con Changes damage: +3% darkness Stun/Freeze immunity: +24% Life regen: +3.00 Stamina each turn: +2.00 Hate when firing a critical mind attack: +0.00 (-1.00) Maximum hate: +0.00 (-8.00) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() warrior's steel ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-2 eff.)) Armour penetration: +0 (-1) Armour: +4 (-) Damage (Melee): 0(-12) physical / 0(-15) item expose Damage (Ranged): 0(-22) physical / 0(-16) item expose Changes stats: +2 Str / +0(-5) Dex / +0(-5) Cun / +0(-2) Con Stun/Freeze immunity: +22% Life regen: +2.00 Hate when firing a critical mind attack: +0.00 (-1.00) Maximum hate: +0.00 (-8.00) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() Rhildil Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-2 eff.)) Armour penetration: +0 (-1) Armour: +0 (-4) Effects on melee hit: * 13% chance to reduce all saves and defense by 25 Damage (Melee): 0(-15) item expose / 11(-1) physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 25 Damage (Ranged): 0(-16) item expose / 5(-17) physical Changes stats: +0(-5) Dex / +5 Mag / +9 Wil / +6(+1) Cun / +0(-2) Con Changes damage: +9% blight Mental save: +8 (+2 eff.) Hate when firing a critical mind attack: +1.00 (-) Maximum hate: +8.00 (-) Spellpower: +15 (+10 eff.) Mindpower: +8 (+3 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! Tap to cycle through comparison choices |
![]() conjurer's gold ring of misery Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-2 eff.)) Armour penetration: +0 (-1) Armour: +0 (-4) Effects on melee hit: * 12% chance to reduce all saves and defense by 25 Damage (Melee): 0(-15) item expose / 9(-3) physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 25 Damage (Ranged): 0(-16) item expose / 17(-5) physical Changes stats: +0(-5) Dex / +5 Mag / +5 Wil / +3(-2) Cun / +0(-2) Con Hate when firing a critical mind attack: +1.00 (-) Maximum hate: +5.00 (-3.00) Spellpower: +7 (+6 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. Hanorion the Floewrack (111% power, 3 apr, darkness element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% (+45%) Range: 1.2x (+0.1x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-12) Crit. chance: +3.0% Attack speed: 100% (-) Firing range: +0 (-10) Travel speed: +0% (-600%) Damage (Ranged): +0(-10) lightning / +0(-12) fire / +0(-20) mind Damage (radius 1) on hit: +0(-36) 20% chance of physical repulsion Damage (radius 2) on crit: +0(-27) lightning / +0(-37) cold Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-14 (-3 eff.)) Physical crit. chance: +0.0% (-5.0%) Defense: +9 (+3 eff.) Effects on melee hit: * 20% chance to reduce armor by 18% Damage (Ranged): 0(-20) item expose Changes resistances: +0%(-3%) mind / +6% cold Changes resistances penetration: +30% acid / +15%(-4%) cold / +0%(-16%) lightning Changes damage: +0%(-22%) lightning / +15% darkness / +15% cold / +0%(-6%) fire / +15% light Talent granted: +1 Command Staff Spellpower: +6 (+6 eff.) Spell crit. chance: +2% Light radius: +3 Movement speed: +0% (-45%) It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 47.11 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() This item will automatically be transmogrified when you leave the level. elven-wood magestaff 'Wildbloom' (129% power, 5 apr, fire element) Requires: - Magic 35 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% (+63%) Range: 1.2x (+0.1x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 (-10) Crit. chance: +4.5% Attack speed: 100% (-) Firing range: +0 (-10) Travel speed: +0% (-600%) Damage (Ranged): +0(-10) lightning / +0(-12) fire / +0(-20) mind Damage (radius 1) on hit: +0(-36) 20% chance of physical repulsion Damage (radius 2) on crit: +0(-27) lightning / +0(-37) cold Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-14 (-3 eff.)) Physical crit. chance: +0.0% (-5.0%) Defense: +13 (+4 eff.) Damage (Ranged): 0(-20) item expose Changes resistances: +15% blight / +6% darkness / +0%(-3%) mind Changes resistances penetration: +0%(-16%) lightning / +0%(-19%) cold Changes damage: +0%(-22%) lightning / +25%(+19%) fire / +15% nature Talent granted: +1 Command Staff Poison immunity: +10% Maximum life: +20.00 Spellpower: +12 (+9 eff.) Spell crit. chance: +4% Light radius: +4 Movement speed: +0% (-45%) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 47.11 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() This item will automatically be transmogrified when you leave the level. potent elven-wood magestaff of greater warding (138% power, 5 apr, cold element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 138% (+72%) Range: 1.2x (+0.1x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 (-10) Crit. chance: +4.5% Attack speed: 100% (-) Firing range: +0 (-10) Travel speed: +0% (-600%) Damage (Ranged): +0(-10) lightning / +0(-12) fire / +0(-20) mind Damage (radius 1) on hit: +0(-36) 20% chance of physical repulsion Damage (radius 2) on crit: +0(-27) lightning / +0(-37) cold Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-14 (-3 eff.)) Physical crit. chance: +0.0% (-5.0%) Armour: +6 Defense: +8 (+3 eff.) Damage (Ranged): 0(-20) item expose Changes resistances: +0%(-3%) mind Maximum wards: +3 cold Changes resistances penetration: +0%(-16%) lightning / +0%(-19%) cold Changes damage: +0%(-22%) lightning / +31% cold / +0%(-6%) fire Talents granted: +2 Ward +1 Command Staff Spellpower: +15 (+10 eff.) Spell crit. chance: +4% Movement speed: +0% (-45%) Staves designed for wielders of magic, by the greats of the art. |
![]() This item will automatically be transmogrified when you leave the level. Gloruta the Coalguile (136% power, 6 apr, fire element) Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% (+71%) Range: 1.2x (+0.1x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 (-9) Crit. chance: +5.0% Attack speed: 100% (-) Firing range: +0 (-10) Travel speed: +0% (-600%) Damage (Ranged): +0(-10) lightning / +0(-12) fire / +0(-20) mind Damage (radius 1) on hit: +0(-36) 20% chance of physical repulsion Damage (radius 2) on crit: +0(-27) lightning / +0(-37) cold Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-14 (-3 eff.)) Physical crit. chance: +0.0% (-5.0%) Defense: +12 (+4 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 21% Damage (Ranged): 0(-20) item expose Damage when hit (Melee): 10 fire Changes resistances: +0%(-3%) mind / +6% fire Changes resistances penetration: +0%(-16%) lightning / +15% fire / +0%(-19%) cold Changes damage: +0%(-22%) lightning / +30%(+24%) fire / +21% darkness Talent granted: +1 Command Staff Spellpower: +15 (+10 eff.) Spell crit. chance: +5% Light radius: +4 Movement speed: +0% (-45%) It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 47.11 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() This item will automatically be transmogrified when you leave the level. acidic stralite battleaxe (158% power, 3 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 158% (+93%) Range: 1.5x (+0.4x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 (-12) Crit. chance: +7.5% Attack speed: 100% (-) Firing range: +0 (-10) On weapon crit: + Splash the target with acid dealing 22 damage over 5 turns and reducing armor and accuracy by 3 Travel speed: +0% (-600%) Damage (Ranged): +0(-10) lightning / +0(-12) fire / +0(-20) mind Damage (radius 1) on hit: +0(-36) 20% chance of physical repulsion Damage (radius 2) on crit: +0(-27) lightning / +0(-37) cold Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-14 (-3 eff.)) Physical crit. chance: +0.0% (-5.0%) Damage (Ranged): 0(-20) item expose Changes resistances: +0%(-3%) mind Changes resistances penetration: +0%(-16%) lightning / +0%(-19%) cold Changes damage: +0%(-22%) lightning / +0%(-6%) fire Movement speed: +0% (-45%) Massive two-handed battleaxes. |
![]() This item will automatically be transmogrified when you leave the level. arcing stralite greatmaul of projection (165% power, 3 apr) Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 165% (+99%) Range: 1.5x (+0.4x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 (-12) Crit. chance: +2.5% Attack speed: 100% (-) Firing range: +0 (-10) On weapon hit: + Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) + 25% chance for lightning to strike from the target to a second target dealing 15 damage Travel speed: +0% (-600%) Damage (Ranged): +0(-10) lightning / +0(-12) fire / +0(-20) mind Damage (radius 1) on hit: +0(-36) 20% chance of physical repulsion Damage (radius 2) on crit: +0(-27) lightning / +0(-37) cold Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-14 (-3 eff.)) Physical crit. chance: +0.0% (-5.0%) Damage (Ranged): 0(-20) item expose Changes resistances: +0%(-3%) mind Changes resistances penetration: +0%(-16%) lightning / +0%(-19%) cold Changes damage: +0%(-22%) lightning / +0%(-6%) fire Movement speed: +0% (-45%) Massive two-handed mauls. |
![]() This item will automatically be transmogrified when you leave the level. enhanced dwarven-steel greatsword of evisceration (143% power, 2 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 144% (+78%) Range: 1.6x (+0.5x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-13) Crit. chance: +3.5% Attack speed: 100% (-) Firing range: +0 (-10) On weapon crit: + Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% Travel speed: +0% (-600%) Damage (Ranged): +0(-10) lightning / +0(-12) fire / +0(-20) mind Damage (radius 1) on hit: +0(-36) 20% chance of physical repulsion Damage (radius 2) on crit: +0(-27) lightning / +0(-37) cold Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-14 (-3 eff.)) Physical crit. chance: +13.0% (+8.0%) Physical power: +12 (+4 eff.) Damage (Ranged): 0(-20) item expose Changes stats: +5 Str / +9 Dex / +9 Mag / +10 Wil / +5 Cun / +9 Con Changes resistances: +0%(-3%) mind Changes resistances penetration: +0%(-16%) lightning / +0%(-19%) cold Changes damage: +0%(-22%) lightning / +0%(-6%) fire Movement speed: +0% (-45%) Massive two-handed swords. |
![]() This item will automatically be transmogrified when you leave the level. caustic stralite greatsword of disruption (161% power, 3 apr) Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 161% (+95%) Range: 1.6x (+0.5x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 (-12) Crit. chance: +4.5% Attack speed: 100% (-) Firing range: +0 (-10) On weapon hit: + Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Travel speed: +0% (-600%) Damage (Ranged): +0(-10) lightning / +0(-12) fire / +0(-20) mind Damage (radius 1) on hit: +0(-36) 20% chance of physical repulsion Damage (radius 2) on crit: +16 acid / +0(-37) cold / +30 nature / +0(-27) lightning Damage against: +19% Unnatural Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-14 (-3 eff.)) Armour penetration: +7 Physical crit. chance: +0.0% (-5.0%) Damage (Ranged): 0(-20) item expose Changes resistances: +0%(-3%) mind Changes resistances penetration: +20% acid / +0%(-19%) cold / +7% nature / +0%(-16%) lightning Changes damage: +0%(-22%) lightning / +0%(-6%) fire Movement speed: +0% (-45%) Massive two-handed swords. |
![]() This item will automatically be transmogrified when you leave the level. Borosk's Hate (172% power, 22 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 172% (+107%) Range: 1.6x (+0.5x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +22 (+7) Crit. chance: +10.0% Attack speed: 100% (-) Firing range: +0 (-10) On weapon hit: + 25% chance to strike the target again. Travel speed: +0% (-600%) Damage (Ranged): +0(-10) lightning / +0(-12) fire / +0(-20) mind Damage (radius 1) on hit: +0(-36) 20% chance of physical repulsion Damage (radius 2) on crit: +0(-27) lightning / +0(-37) cold Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-14 (-3 eff.)) Physical crit. chance: +0.0% (-5.0%) Damage (Ranged): 0(-20) item expose Changes stats: +10 Str / +5 Dex / +15 Con Changes resistances: +0%(-3%) mind Changes resistances penetration: +0%(-16%) lightning / +0%(-19%) cold Changes damage: +0%(-22%) lightning / +0%(-6%) fire Talent mastery: +0.20 Technique / Two-handed assault Movement speed: +0% (-45%) This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
![]() This item will automatically be transmogrified when you leave the level. acidic voratun greatsword of vileness (175% power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 175% (+110%) Range: 1.6x (+0.5x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 (-11) Crit. chance: +5.0% Attack speed: 100% (-) Firing range: +0 (-10) On weapon hit: * 28% chance to reduce strength, dexterity, and constitution by 8 On weapon crit: + Splash the target with acid dealing 22 damage over 5 turns and reducing armor and accuracy by 3 Travel speed: +0% (-600%) Damage (Melee): +21 blight Damage (Ranged): +0(-10) lightning / +0(-12) fire / +0(-20) mind Damage (radius 1) on hit: +0(-36) 20% chance of physical repulsion Damage (radius 2) on crit: +0(-27) lightning / +0(-37) cold Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-14 (-3 eff.)) Physical crit. chance: +0.0% (-5.0%) Damage (Ranged): 0(-20) item expose Changes resistances: +0%(-3%) mind Changes resistances penetration: +0%(-16%) lightning / +0%(-19%) cold Changes damage: +0%(-22%) lightning / +0%(-6%) fire Movement speed: +0% (-45%) Massive two-handed swords. |
![]() This item will automatically be transmogrified when you leave the level. Offalorder the iron longsword (105% power, 2 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 106% (+40%) Range: 1.4x (+0.3x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-13) Crit. chance: +2.5% Attack speed: 100% (-) Firing range: +0 (-10) Travel speed: +0% (-600%) Damage Shield penetration (this weapon only): +30% Damage (Ranged): +0(-10) lightning / +0(-12) fire / +0(-20) mind Damage (radius 1) on hit: +0(-36) 20% chance of physical repulsion Damage (radius 2) on crit: +0(-27) lightning / +0(-37) cold / +16 nature Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +10 (+2 eff.) (-4 (-1 eff.)) Physical crit. chance: +0.0% (-5.0%) Damage (Ranged): 0(-20) item expose Changes stats: +3 Dex / +7 Wil / +6 Con Changes resistances: +9% acid / +0%(-3%) mind Changes resistances penetration: +0%(-16%) lightning / +0%(-19%) cold Changes damage: +0%(-22%) lightning / +12% physical / +18% nature / +0%(-6%) fire Maximum life: +30.00 Movement speed: +0% (-45%) Sharp, long, and deadly. |
![]() This item will automatically be transmogrified when you leave the level. stralite longsword 'Korydunarach' (141% power, 5 apr) Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Power: 142% (+76%) Range: 1.4x (+0.3x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 (-10) Crit. chance: +4.5% Attack speed: 100% (-) Firing range: +0 (-10) On weapon hit: * 30% chance to reduce all saves and defense by 25 + 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Travel speed: +0% (-600%) Damage (Melee): +12 light / +12 blight / +15 mind / +4 arcane Damage (Ranged): +0(-10) lightning / +0(-12) fire / +0(-20) mind Damage (radius 1) on hit: +0(-36) 20% chance of physical repulsion Damage (radius 2) on crit: +0(-27) lightning / +0(-37) cold Damage against: +15% Undead Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-14 (-3 eff.)) Physical crit. chance: +0.0% (-5.0%) Damage (Ranged): 0(-20) item expose Changes stats: +4 Cun / +4 Wil Changes resistances: +0%(-3%) mind Changes resistances penetration: +0%(-16%) lightning / +0%(-19%) cold / +10% arcane Changes damage: +3% blight / +0%(-6%) fire / +9% arcane / +0%(-22%) lightning Movement speed: +0% (-45%) Sharp, long, and deadly. |
![]() This item will automatically be transmogrified when you leave the level. Grinirion the Sunbraid (122% power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 122% (+57%) Range: 1.4x (+0.3x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 (-11) Crit. chance: +4.5% Attack speed: 100% (-) Firing range: +0 (-10) Travel speed: +0% (-600%) Damage (Ranged): +0(-10) lightning / +0(-12) fire / +0(-20) mind Damage (radius 1) on hit: +0(-36) 20% chance of physical repulsion / +8 physical Damage (radius 2) on crit: +0(-27) lightning / +0(-37) cold Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +20 (+5 eff.) (+6 (+2 eff.)) Physical crit. chance: +0.0% (-5.0%) Defense: +21 (+7 eff.) Damage (Ranged): 0(-20) item expose Changes stats: +3 Con Changes resistances: +0%(-3%) mind Changes resistances penetration: +0%(-16%) lightning / +0%(-19%) cold / +10% light Changes damage: +0%(-22%) lightning / +0%(-6%) fire Mental save: +12 (+4 eff.) Disarm immunity: +27% Hate when firing a critical mind attack: +4.00 Only die when reaching: -80.00 life Movement speed: +0% (-45%) One-handed war axes. |
![]() This item will automatically be transmogrified when you leave the level. Kilnstrider the iron dagger (115% power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 115% (+49%) Range: 1.3x (+0.2x) Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (-10) Crit. chance: +4.0% Attack speed: 100% (-) Firing range: +0 (-10) Travel speed: +0% (-600%) Damage (Melee): +8 fire Damage (Ranged): +0(-10) lightning / +0(-12) fire / +0(-20) mind Damage (radius 1) on hit: +0(-36) 20% chance of physical repulsion Damage (radius 2) on crit: +0(-27) lightning / +0(-37) cold Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-14 (-3 eff.)) Physical crit. chance: +0.0% (-5.0%) Damage (Ranged): 0(-20) item expose Damage when hit (Melee): 6 fire Changes resistances: +6% physical / +6% light / +6% blight / +6% temporal / +0%(-3%) mind / +6% darkness Changes resistances penetration: +0%(-16%) lightning / +0%(-19%) cold Changes damage: +0%(-22%) lightning / +0%(-6%) fire Movement speed: +0% (-45%) Sharp, short and deadly. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. balanced stralite dagger of erosion (134% power, 9 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 134% (+69%) Range: 1.3x (+0.2x) Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 (-6) Crit. chance: +8.0% Attack speed: 100% (-) Firing range: +0 (-10) Travel speed: +0% (-600%) Damage (Melee): +8 nature Damage (Ranged): +0(-10) lightning / +0(-12) fire / +0(-20) mind Damage (radius 1) on hit: +0(-36) 20% chance of physical repulsion Damage (radius 2) on crit: +0(-27) lightning / +0(-37) cold Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +6 (+1 eff.) (-8 (-2 eff.)) Physical crit. chance: +0.0% (-5.0%) Defense: +10 (+3 eff.) Damage (Ranged): 0(-20) item expose Changes resistances: +0%(-3%) mind Changes resistances penetration: +0%(-16%) lightning / +0%(-19%) cold Changes damage: +0%(-22%) lightning / +0%(-6%) fire Disarm immunity: +22% Movement speed: +0% (-45%) Sharp, short and deadly. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. blazebringer's stralite dagger of massacre (147% power, 9 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 147% (+82%) Range: 1.3x (+0.2x) Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 (-6) Crit. chance: +8.0% Attack speed: 100% (-) Firing range: +0 (-10) Travel speed: +0% (-600%) Damage (Ranged): +0(-10) lightning / +0(-12) fire / +0(-20) mind Damage (radius 1) on hit: +0(-36) 20% chance of physical repulsion Damage (radius 2) on crit: +0(-27) lightning / +24 fire / +0(-37) cold Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-14 (-3 eff.)) Physical crit. chance: +0.0% (-5.0%) Damage (Ranged): 0(-20) item expose Changes resistances: +0%(-3%) mind Changes resistances penetration: +0%(-16%) lightning / +12% fire / +0%(-19%) cold Changes damage: +0%(-22%) lightning / +0%(-6%) fire Global speed: +4% Movement speed: +0% (-45%) Sharp, short and deadly. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. stralite dagger 'Manulethel' (134% power, 9 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Power: 134% (+69%) Range: 1.3x (+0.2x) Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 (-6) Crit. chance: +8.0% Attack speed: 100% (-) Firing range: +0 (-10) On weapon hit: * 20 arcane resource burn On weapon crit: + Deals 68 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) Travel speed: +0% (-600%) Damage (Ranged): +0(-10) lightning / +0(-12) fire / +0(-20) mind Damage (radius 1) on hit: +0(-36) 20% chance of physical repulsion Damage (radius 2) on crit: +0(-27) lightning / +0(-37) cold Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +23 (+6 eff.) (+9 (+3 eff.)) Armour penetration: +5 Physical crit. chance: +0.0% (-5.0%) Defense: +9 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 52% Damage (Ranged): 0(-20) item expose Changes resistances: +0%(-3%) mind Changes resistances penetration: +0%(-16%) lightning / +9% physical / +0%(-19%) cold Changes damage: +0%(-22%) lightning / +0%(-6%) fire Spell save: +12 (+9 eff.) Disarm immunity: +37% Movement speed: +0% (-45%) Sharp, short and deadly. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. blooming mossy mindstar of nightfall (72% power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 72% (+7%) Range: 1.1x (+0.0x) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 (-3) Crit. chance: +2.5% Attack speed: 100% (-) Firing range: +0 (-10) Travel speed: +0% (-600%) Damage (Ranged): +0(-10) lightning / +0(-12) fire / +0(-20) mind Damage (radius 1) on hit: +0(-36) 20% chance of physical repulsion Damage (radius 2) on crit: +0(-27) lightning / +0(-37) cold Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-14 (-3 eff.)) Physical crit. chance: +0.0% (-5.0%) Damage (Ranged): 0(-20) item expose Changes resistances: +6% darkness / +0%(-3%) mind Changes resistances penetration: +0%(-16%) lightning / +0%(-19%) cold / +5% darkness Changes damage: +0%(-22%) lightning / +0%(-6%) fire / +6% darkness Talent mastery: +0.20 Cursed / Darkness Talent granted: +1 Attune Mindstar Blindness immunity: +13% Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Movement speed: +0% (-45%) Healing mod.: +10% Heals friendly targets nearby when you use a nature summon: +12 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. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. Ebonyraider the steel steamsaw (65% power, 0 apr) Requires: - Strength 16 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Power: 108% (+42%) Range: 1.5x (+0.4x) Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-15) Crit. chance: +2.0% Attack speed: 100% (-) Block value: +22 Firing range: +0 (-10) Travel speed: +0% (-600%) Damage Shield penetration (this weapon only): +30% Damage (Ranged): +0(-10) lightning / +0(-12) fire / +0(-20) mind Damage (radius 1) on hit: +0(-36) 20% chance of physical repulsion Damage (radius 2) on crit: +0(-27) lightning / +0(-37) cold Attacks use: 1.0(-1.0) Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +0 (+0 eff.) (-14 (-3 eff.)) Armour penetration: +4 Physical crit. chance: +0.0% (-5.0%) Armour: +3 Defense: +4 (+1 eff.) Fatigue: +6% Damage (Ranged): 0(-20) item expose Effects when hit in melee: * 16% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Con Changes resistances: +0%(-3%) mind / +13% temporal Changes resistances penetration: +0%(-16%) lightning / +10% physical / +10% darkness / +0%(-19%) cold Changes damage: +0%(-22%) lightning / +0%(-6%) fire / +21% darkness Talent granted: +1 Block Movement speed: +0% (-45%) 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! Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. balanced dwarven-steel steamsaw of mind resistance (+11%) (122% power, 0 apr) Requires: - Strength 24 - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Power: 122% (+57%) Range: 1.5x (+0.4x) Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-15) Crit. chance: +3.0% Attack speed: 100% (-) Block value: +51 Firing range: +0 (-10) Travel speed: +0% (-600%) Damage (Ranged): +0(-10) lightning / +0(-12) fire / +0(-20) mind Damage (radius 1) on hit: +0(-36) 20% chance of physical repulsion Damage (radius 2) on crit: +0(-27) lightning / +0(-37) cold Attacks use: 1.0(-1.0) Steam When wielded/worn: Accuracy: +7 (+2 eff.) (-7 (-1 eff.)) Physical crit. chance: +0.0% (-5.0%) Armour: +4 Defense: +13 (+4 eff.) Fatigue: +8% Damage (Ranged): 0(-20) item expose Changes resistances: +11%(+8%) mind Changes resistances penetration: +0%(-16%) lightning / +0%(-19%) cold Changes damage: +0%(-22%) lightning / +0%(-6%) fire Talent granted: +2 Block Disarm immunity: +32% Movement speed: +0% (-45%) 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! Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. stralite steamsaw of torment (138% power, 0 apr) Requires: - Strength 35 - Talent Steam Pool Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Power: 139% (+73%) Range: 1.5x (+0.4x) Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-15) Crit. chance: +4.0% Attack speed: 100% (-) Block value: +78 Firing range: +0 (-10) On weapon hit: + 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Travel speed: +0% (-600%) Damage (Ranged): +0(-10) lightning / +0(-12) fire / +0(-20) mind Damage (radius 1) on hit: +0(-36) 20% chance of physical repulsion Damage (radius 2) on crit: +0(-27) lightning / +0(-37) cold Attacks use: 1.0(-1.0) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-14 (-3 eff.)) Physical crit. chance: +0.0% (-5.0%) Armour: +5 Defense: +8 (+3 eff.) Fatigue: +10% Damage (Ranged): 0(-20) item expose Changes resistances: +0%(-3%) mind Changes resistances penetration: +0%(-16%) lightning / +0%(-19%) cold Changes damage: +0%(-22%) lightning / +0%(-6%) fire Talent granted: +2 Block Movement speed: +0% (-45%) 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! Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. elm longbow 'Brodolayon' Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-15) Attack speed: 100% (-) Firing range: +6 (-4) Travel speed: +0% (-600%) Damage (Ranged): +0(-10) lightning / +0(-12) fire / +0(-20) mind Damage (radius 1) on hit: +0(-36) 20% chance of physical repulsion Damage (radius 2) on crit: +0(-27) lightning / +0(-37) cold Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +11 (+3 eff.) (-3 (+0 eff.)) Physical crit. chance: +3.0% (-2.0%) Defense: +20 (+7 eff.) Damage (Ranged): 0(-20) item expose Changes resistances: +12% acid / +0%(-3%) mind / +5% arcane / +9% blight Changes resistances penetration: +0%(-16%) lightning / +0%(-19%) cold Changes damage: +0%(-22%) lightning / +0%(-6%) fire Reduces incoming crit damage: 15.00% Disarm immunity: +20% Only die when reaching: -20.00 life Movement speed: +0% (-45%) Longbows are used to shoot arrows at your foes. |
![]() This item will automatically be transmogrified when you leave the level. steady dwarven-steel steamgun of tinkering (+3) Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 (-6) Attack speed: 100% (-) Firing range: +8 (-2) Travel speed: +600% (-) Damage (Ranged): +0(-10) lightning / +0(-12) fire / +0(-20) mind Damage (radius 1) on hit: +0(-36) 20% chance of physical repulsion Damage (radius 2) on crit: +0(-27) lightning / +0(-37) cold Attacks use: 2.0(-) Steam When wielded/worn: Accuracy: +10 (+2 eff.) (-4 (-1 eff.)) Physical crit. chance: +3.0% (-2.0%) Damage (Ranged): 0(-20) item expose Changes stats: +3 Cun Changes resistances: +0%(-3%) mind Changes resistances penetration: +0%(-16%) lightning / +0%(-19%) cold Changes damage: +0%(-22%) lightning / +0%(-6%) fire Movement speed: +0% (-45%) Steampower: +8 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. sentry's pouch of steel shots of corruption (35/35, 129% power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 129% (-61%) Range: 1.2x (+0.0x) Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 (+1) Crit. chance: +4.5% (-15.5%) Capacity: 35 (13) Turns elapse between self-loadings: 4 When this weapon hits: Curse of Vulnerability (20% chance level 2). On weapon hit: * 0 arcane resource burn * 0% chance to slow global speed by 52% On weapon crit: - Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +0(-15) nature / +0(-12) light Damage (radius 1) on hit: +0(-16) light Shots are used with slings to pummel your foes to death. |
![]() This item will automatically be transmogrified when you leave the level. stormwoven cashmere robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Physical crit. chance: +0.0% (-3.0%) Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Armour: +0 (-10) Defense: +0 (+0 eff.) (-7 (-2 eff.)) Fatigue: +0% (-8%) Damage when hit (Melee): 0(-10) physical Changes stats: +6 Str / +5 Mag / +6(+1) Wil / +0(-5) Cun Changes resistances: +8% lightning / +7% cold / +0%(-17%) fire / +11% all Changes damage: +11% lightning / +12% physical / +17% cold Critical mult.: +0.00% (-13.00%) Mental save: +0 (+0 eff.) (-13 (-5 eff.)) Spell crit. chance: +0% (-3%) Damage Shield penetration: +0% (-20%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() This item will automatically be transmogrified when you leave the level. cleansing cured leather armour of command (13 def, 8 armour) Requires: - Strength 14 Infused by arcane disrupting forces Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +0.0% (-3.0%) Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Armour: +8 (-2) Defense: +13 (+4 eff.) (+6 (+2 eff.)) Fatigue: +7% (-1%) Damage when hit (Melee): 0(-10) physical Changes stats: +2(-3) Cun / +0(-5) Wil Changes resistances: +12% blight / +0%(-17%) fire / +11% nature Critical mult.: +0.00% (-13.00%) Mental save: +11 (+4 eff.) (-2 (-1 eff.)) Spell crit. chance: +0% (-3%) Damage Shield penetration: +0% (-20%) A suit of armour made of leather. |
![]() This item will automatically be transmogrified when you leave the level. radiant stralite mail armour of stability (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Physical crit. chance: +0.0% (-3.0%) Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Armour: +8 (-2) Defense: +4 (+1 eff.) (-3 (-1 eff.)) Fatigue: +12% (+4%) Damage when hit (Melee): 0(-10) physical Changes stats: +0(-5) Cun / +3(-2) Wil Changes resistances: +18% blight / +5% physical / +23% darkness / +0%(-17%) fire Critical mult.: +0.00% (-13.00%) Physical save: +16 (+5 eff.) Mental save: +0 (+0 eff.) (-13 (-5 eff.)) Spell crit. chance: +0% (-3%) Light radius: +2 Damage Shield penetration: +0% (-20%) A suit of armour made of mail. |
![]() This item will automatically be transmogrified when you leave the level. rejuvenating stralite mail armour of natural resilience (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Infused by nature Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Physical crit. chance: +0.0% (-3.0%) Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Armour: +8 (-2) Defense: +4 (+1 eff.) (-3 (-1 eff.)) Fatigue: +12% (+4%) Damage when hit (Melee): 0(-10) physical Changes stats: +0(-5) Cun / +0(-5) Wil Changes resistances: +14% blight / +0%(-17%) fire / +14% nature Reduced damage from: +9% Unnatural Critical mult.: +0.00% (-13.00%) Mental save: +0 (+0 eff.) (-13 (-5 eff.)) Life regen: +4.80 Stamina each turn: +1.70 Spell crit. chance: +0% (-3%) Damage Shield penetration: +0% (-20%) A suit of armour made of mail. |
![]() This item will automatically be transmogrified when you leave the level. spiritwalker's hardened leather belt Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +0 (+0 eff.) (-6 (-2 eff.)) Damage (Melee): 0(-20) item acid corrode Damage when hit (Melee): 0(-6) acid Changes stats: +0(-1) Wil / +4 Mag Changes resistances: +0%(-18%) lightning / +0%(-6%) blight Changes damage: +0%(-9%) acid Mental save: +0 (+0 eff.) (-8 (-3 eff.)) Mana each turn: +0.38 Maximum life: +0.00 (-60.00) Maximum mana: +31.00 Slows Projectiles: +0% (-15%) A belt that goes around your waist. |
![]() This item will automatically be transmogrified when you leave the level. spiritwalker's hardened leather belt of the giants Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +0 (+0 eff.) (-6 (-2 eff.)) Damage (Melee): 0(-20) item acid corrode Damage when hit (Melee): 0(-6) acid Changes stats: +0(-1) Wil / +4 Mag Changes resistances: +0%(-18%) lightning / +0%(-6%) blight Changes damage: +0%(-9%) acid Spell save: +8 (+7 eff.) Mental save: +0 (+0 eff.) (-8 (-3 eff.)) Mana each turn: +0.27 Maximum life: +0.00 (-60.00) Maximum mana: +27.00 Size category: +1 Slows Projectiles: +0% (-15%) A belt that goes around your waist. |
![]() Korifast the pair of rough leather boots (3 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-4) Defense: +3 (+1 eff.) Fatigue: +0% (-3%) Damage (Melee): 0(-20) item acid corrode Changes stats: +0(-14) Str / +0(-5) Wil / +2 Cun / +4(-) Con Changes damage: +0%(-6%) acid / +0%(-7%) physical Talent granted: +0(+-3) Rocket Boots Equilibrium when hit: +0.08 Psi when hit: +0.08 Mindpower: +5 (+2 eff.) Light radius: +3 Infravision radius: +0 (-3) See invisible: +0 (-15) Size category: +0 (-1) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 39 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() This item will automatically be transmogrified when you leave the level. fleetfooted pair of hardened leather boots of rushing (6 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 (-2) Defense: +6 (+2 eff.) Fatigue: +0% (-3%) Damage (Melee): 0(-20) item acid corrode Changes stats: +3(-11) Str / +4 Dex / +0(-5) Wil / +2(-2) Con Changes damage: +0%(-6%) acid / +0%(-7%) physical Talent granted: +0(+-3) Rocket Boots Infravision radius: +0 (-3) See invisible: +0 (-15) Size category: +0 (-1) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() This item will automatically be transmogrified when you leave the level. Sunkiss the pair of voratun boots (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 (-) Fatigue: -5% (-8%) Damage (Melee): 0(-20) item acid corrode Changes stats: +0(-14) Str / +9 Dex / +0(-5) Wil / +0(-4) Con Changes resistances penetration: +20% light Changes damage: +0%(-6%) acid / +0%(-7%) physical Talent granted: +0(+-3) Rocket Boots Maximum encumbrance: +33 Physical save: +13 (+4 eff.) Light radius: +3 Infravision radius: +3 (-) See invisible: +12 (-3) Size category: +0 (-1) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() steady hardened leather gloves of archery (0 def, 2 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +7 Armour: +2 (-) Changes stats: +4 Cun / +4 Dex Changes resistances: +0%(-5%) arcane / +0%(-12%) cold Changes resistances penetration: +0%(-25%) nature Talent granted: +0(+-3) Iron Grip Physical save: +6 (+2 eff.) Mental save: +7 (+2 eff.) (+1 (+0 eff.)) Blindness immunity: +0% (-20%) Disarm immunity: +20% (-60%) Life regen: +0.00 (-3.00) Stamina each turn: +0.00 (-1.00) Only die when reaching: +0.00 life (+40.00 life) Maximum life: +0.00 (-40.00) Maximum stamina: +0.00 (-18.00) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() This item will automatically be transmogrified when you leave the level. storm drakeskin leather gloves of butchering (0 def, 3 armour) Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +9 Physical power: +10 (+3 eff.) Armour: +3 (+1) Damage (Melee): 6 lightning Changes resistances: +6% blight / +0%(-12%) cold / +0%(-5%) arcane / +5% lightning Changes resistances penetration: +0%(-25%) nature Changes damage: +7% lightning Talent granted: +0(+-3) Iron Grip Spell save: +13 (+10 eff.) Mental save: +0 (+0 eff.) (-6 (-2 eff.)) Blindness immunity: +0% (-20%) Disarm immunity: +0% (-80%) Life regen: +0.00 (-3.00) Stamina each turn: +0.00 (-1.00) Only die when reaching: +0.00 life (+40.00 life) Maximum life: +0.00 (-40.00) Maximum stamina: +0.00 (-18.00) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Chahor the Tundrakarma (0 def, 2 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 (-) Fatigue: +3% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 8 * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 6 arcane Damage when hit (Melee): 2 cold Changes stats: +6 Mag / +4 Wil Changes resistances: +3%(-9%) cold / +6%(+1%) arcane / +6% temporal Changes resistances penetration: +0%(-25%) nature / +5% temporal Changes damage: +5% arcane / +15% blight Talent granted: +0(+-3) Iron Grip Mental save: +0 (+0 eff.) (-6 (-2 eff.)) Blindness immunity: +0% (-20%) Disarm immunity: +0% (-80%) Life regen: +0.00 (-3.00) Stamina each turn: +0.00 (-1.00) Only die when reaching: +0.00 life (+40.00 life) Maximum life: +0.00 (-40.00) Maximum stamina: +0.00 (-18.00) Spellpower: +9 (+7 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() This item will automatically be transmogrified when you leave the level. aegis cashmere wizard hat of light (+18%) (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +0 (+0 eff.) (-3 (-1 eff.)) Armour: +0 (-4) Defense: +2 (+1 eff.) Fatigue: +0% (-3%) Changes stats: +0(-11) Str / +0(-11) Dex / +0(-4) Wil / +0(-10) Cun / +0(-4) Con Changes resistances: +18% light Changes damage: +12% light Physical save: +0 (+0 eff.) (-19 (-8 eff.)) Mental save: +0 (+0 eff.) (-14 (-5 eff.)) Life regen: +2.50 See invisible: +0 (-6) Damage Shield Power: +8% A pointy cloth hat, very wizardly... |
![]() hardened leather hat 'Hanegaleg' (0 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +0 (+0 eff.) (-3 (-1 eff.)) Armour: +6 (+2) Fatigue: +3% (-) Effects on melee hit: * 20% chance to reduce all saves and defense by 25 Changes stats: +0(-11) Str / +8(-3) Dex / +0(-4) Wil / +6(-4) Cun / +0(-4) Con Changes resistances penetration: +10% mind Changes damage: +6% mind Physical save: +0 (+0 eff.) (-19 (-8 eff.)) Mental save: +0 (+0 eff.) (-14 (-5 eff.)) Light radius: +2 Infravision radius: +5 See invisible: +0 (-6) A hat made of leather. Very stylish. |
![]() This item will automatically be transmogrified when you leave the level. defender's dwarven-steel helm of the bounder (5 def, 10 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +0 (+0 eff.) (-3 (-1 eff.)) Armour: +10 (+6) Defense: +5 (+2 eff.) Fatigue: +4% (+1%) Changes stats: +7(-4) Str / +5(-6) Dex / +0(-4) Wil / +0(-10) Cun / +0(-4) Con Changes resistances: +3% all Physical save: +5 (+2 eff.) (-14 (-6 eff.)) Mental save: +0 (+0 eff.) (-14 (-5 eff.)) See invisible: +0 (-6) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 211.2 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() 346 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 Armour Penetration: +0 (-6) Crit. chance: +0.0% (-20.0%) Capacity: 0 (-22) On weapon hit: * 0 arcane resource burn * 0% chance to slow global speed by 52% On weapon crit: - Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +0(-15) nature / +0(-12) light Damage (radius 1) on hit: +0(-16) light When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 When attach to an other item: Changes resistances: +6% lightning Stun/Freeze immunity: +10% Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Silence immunity: +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Changes stats: +4 Cun Mental save: +6 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
potent fiery salve [power 25] potent fiery salve [power 25]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 176% efficiency and 61% cooldown modifier. Activating this item is instant. It can be used to remove 1 magical effects and grants a fiery aura (25% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple frost salve [power 21] simple frost salve [power 21]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 176% efficiency and 61% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (21% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 255] simple healing salve [power 255]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 176% efficiency and 61% cooldown modifier. It can be used to heal 255 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful healing salve [power 414] powerful healing salve [power 414]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 176% efficiency and 61% cooldown modifier. It can be used to heal 414 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful water salve [power 30] powerful water salve [power 30]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 176% efficiency and 61% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (30% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
![]() iron pickaxe of the Iron Throne (dig speed 19 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +0(-2) Dex / +0(-4) Con Changes damage: +0%(-18%) light Silence immunity: +0% (-20%) Life regen: +0.00 (-4.00) Maximum life: +20.00 (-20.00) Maximum stamina: +15.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() miner's iron pickaxe (dig speed 28 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +0(-2) Dex / +0(-4) Con Changes damage: +0%(-18%) light Silence immunity: +0% (-20%) Life regen: +0.00 (-4.00) Maximum life: +0.00 (-40.00) Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
By Dakkadakkadakka the Cornac Gunslinger level 29
17th Regrowth 123rd year of Ascendancy at 18:45 see stats
By Dakkadakkadakka the Cornac Gunslinger level 32
32nd Regrowth 123rd year of Ascendancy at 12:24 see stats
By Dakkadakkadakka the Cornac Gunslinger level 30
30th Regrowth 123rd year of Ascendancy at 06:35 see stats
By Dakkadakkadakka the Cornac Gunslinger level 23
19th Haze 122nd year of Ascendancy at 22:50 see stats
By Dakkadakkadakka the Cornac Gunslinger level 28
75th Haze 122nd year of Ascendancy at 22:18 see stats
By Dakkadakkadakka the Cornac Gunslinger level 25
56th Haze 122nd year of Ascendancy at 15:57 see stats
By Dakkadakkadakka the Cornac Gunslinger level 26
60th Haze 122nd year of Ascendancy at 04:40 see stats
By Dakkadakkadakka the Cornac Gunslinger level 10
14th Dusk 122nd year of Ascendancy at 20:55 see stats
By Dakkadakkadakka the Cornac Gunslinger level 20
69th Dusk 122nd year of Ascendancy at 07:44 see stats
By Dakkadakkadakka the Cornac Gunslinger level 30
29th Regrowth 123rd year of Ascendancy at 08:55 see stats
By Dakkadakkadakka the Cornac Gunslinger level 27
63rd Haze 122nd year of Ascendancy at 18:44 see stats
By Dakkadakkadakka the Cornac Gunslinger level 28
5th Allure 123rd year of Ascendancy at 06:37 see stats
By Dakkadakkadakka the Cornac Gunslinger level 19
67th Dusk 122nd year of Ascendancy at 21:56 see stats
By Dakkadakkadakka the Cornac Gunslinger level 6
78th Pyre 122nd year of Ascendancy at 10:20 see stats
By Dakkadakkadakka the Cornac Gunslinger level 27
67th Haze 122nd year of Ascendancy at 23:20 see stats
By Dakkadakkadakka the Cornac Gunslinger level 15
45th Dusk 122nd year of Ascendancy at 06:08 see stats
By Dakkadakkadakka the Cornac Gunslinger level 23
12nd Haze 122nd year of Ascendancy at 10:33 see stats
By Dakkadakkadakka the Cornac Gunslinger level 16
51st Dusk 122nd year of Ascendancy at 09:44 see stats
Log
Dakkadakkadakka's Shoot hits Black bear for 239 physical, 15 lightning, 26 physical, 14 light, 14 nature, 13 cold, 0 arcane, 19 light (340 total damage).
Dakkadakkadakka's Shoot killed Black bear!
Resting starts...
Rested for 1 turns (stop reason: all resources and life at maximum).
Dakkadakkadakka slides on a rock!
Dakkadakkadakka resists!
Ran for 1 turns (stop reason: trap).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Dakkadakkadakka slides on a rock!
Dakkadakkadakka resists the effect 'Stunned'!
Ran for 17 turns (stop reason: trap).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Dakkadakkadakka slides on a rock!
Dakkadakkadakka shrugs off the effect 'Stunned'!
Ran for 1 turns (stop reason: detrimental status effect).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Dakkadakkadakka picks up (9.): acidic voratun greatsword of vileness (175% power, 4 apr).
Dakkadakkadakka picks up ( .): aegis cashmere wizard hat of light (+18%) (2 def, 0 armour).
There is a way to the next level here (press '' or right click to use).
Ran for 48 turns (stop reason: at exit).
Dakkadakkadakka deactivates his cloak's restoration systems.