













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Oozemancer |
| Level / Exp | 48 / 81% |
| Size | medium |
| Lifes / Deaths | Killed by giant army ant at level 25 on the 30th Iron 123rd year of Ascendancy at 17:03 4 / 3Killed by overpowered greater multi-hued wyrm at level 34 on the 15th Gold 123rd year of Ascendancy at 05:50 Killed by nightmare horror at level 46 on the 3rd Shortage 123rd year of Ascendancy at 09:33 |
| Antimagic | Follower |
Primary Stats
| Strength | 114 (base 60) |
| Dexterity | 46 (base 10) |
| Constitution | 55 (base 16) |
| Magic | 22 (base 10) |
| Willpower | 103.41224696721 (base 60) |
| Cunning | 97.608164644808 (base 60) |
Resources
| Life | 1112/1129 |
| Steam | 100/100 |
| Equilibrium | 76 |
| Psi | 193/193 |
| Healing Factor | 1.49 |
| Regeneration | 26.2985 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +103% |
Vision
| Sight | 13 |
| Lite | 10 |
| Infravision | 9 |
| See Stealth | 62 |
| See Invisible | 54 |
Offense: Mainhand
| Damage | 202 |
| Accuracy | 56 |
| Crit Chance | 33% |
| APR | 80 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 183 |
| Accuracy | 56 |
| Crit Chance | 33% |
| APR | 80 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5.25 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 89 |
| Crit Chance | 42% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +16% |
| Lightning | +15% |
| Light | +18% |
| Physical | +25% |
| Mind | +10% |
| Arcane | +6% |
| Fire | +23% |
| All | 0% |
Offense: Damage Penetration
| Light | +10% |
| Nature | +56% |
| Fire | +10% |
| Physical | +30% |
| Mind | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 63.551211628464 (94.117647058824%) |
| Defense | 27 |
| Ranged Defense | 37 |
| Fatigue | 27 |
| Physical Save | 62 |
| Spell Save | 67 |
| Mental Save | 71 |
Defense: Resistances
| Acid | + 32%( 70%) |
| Blight | + 31%( 70%) |
| Arcane | + 36%( 70%) |
| Cold | + 35%( 70%) |
| All | + 15%( 70%) |
| Mind | + 40%( 70%) |
| Lightning | + 61%( 70%) |
| Light | + 30%( 70%) |
| Temporal | + 27%( 70%) |
| Physical | + 43%( 70%) |
| Darkness | + 14%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 54%( 70%) |
Defense: Immunities
| Stun Resistance | 94% |
| Confusion Resistance | 73% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 10% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Disarm Resistance | 100% |
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| 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 168% efficiency and cooldown mod of 56%. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 571 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 12 turns. While Heroism is active, you will only die when reaching -836 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your 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 137% efficiency and cooldown mod of 52%. |
Class Talents
| Wild-gift / Oozing blades | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Moss | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Slime | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Ooze | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Mucus | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Wild-gift / Fungus | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.40 |
| 4/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Psiblades |
| talent | Unstoppable Nature |
| talent | Acidic Skin |
| talent | Mitosis |
| talent | Antimagic Shield |
| beneficial effect | Nature damage increased by 16%. Natural Acid |
| beneficial effect | You gain 43% resistance against fire. Resolve |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Dreadfell. Escort: lost anorithil (level 1 of Dreadfell)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 8 of Dreadfell. Escort: lost anorithil (level 8 of Dreadfell)As a reward you improved talent Biofeedback (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Old Forest. Escort: lost tinker (level 4 of Old Forest) | done |
You failed to protect the repented thief from death by skeleton magus. Escort: repented thief (level 5 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. The fortress's current energy level is: 1. | 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. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have sided with Ukllmswwik and killed Slasul. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Unbreakable Greaves (8 def, 20 armour) 3.0 T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+4 eff.) Fatigue +12% Resists +15% acid +15% physical Phys.save +15 (+4 eff.) Pinning- +25% Knockbk- +125% Teleport- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Light source | watchleader's dwarven lantern of clarity1.0 T5 lite [Ego+] Master/Psionic While equipped: ----- def ----- Mind.save +8 (+2 eff.) Blind- +34% Confus- +18% ---------- misc Light +8 See.Stealth +37 See.Invis +29 Track: Puts all charms on 40 cooldown Level 2.2 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | voratun helm 'Unrilathakan' (0 def, 5 armour) 3.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +18 Str +9 Dex +2 Cun +3 Con ----- def ----- Armour +5 Fatigue +5% Resists +15% lightning +15% temporal +14% fire +5% arcane +15% cold Cut- +25% Silence- +10% Confus- +5% ---------- misc Infravis +9 Sight +3 See.Stealth +25 See.Invis +25 Blind-Fight: No penalty when attacking invisible/stealthed A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | scouring voratun gauntlets of the iron hand (0 def, 3 armour) 1.5 T5 hands armor [Ego++] Disrupt/Master While equipped: Stats +3 Str +4 Wil +4 Con dps ---------- On Melee Ret: * 22% chance to reduce effective powers by 20% * 32 arcane resource burn ----- def ----- Armour +3 Spell.save +23 (+6 eff.) Disarm- +149% ---------- misc Talents +5 Iron Grip Masteries +0.20 Technique/Grappling Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | The Guardian's Totem2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) Melee Ret 18 nature slow ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+5 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 35 power out of 35/35 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
| On fingers | Neryssra0.1 T4 ring jewelry [Rare] Master While equipped: Stats +4 Dex dps ---------- Res.pen +20% physical Apr +2 ----- def ----- Resists +4% physical Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) HP.reg +3.50 Stun/Frz- +44% ---------- misc Stam/turn +0.40 Max.stam +15.00 Rings can have magical properties. |
| On fingers | Mnemonic0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+3 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+5 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 2.4 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 3 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
| Around neck | Chargewarden the voratun amulet0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +13 Dex +5 Wil +12 Cun +13 Con dps ---------- Mov.spd +20% Dmg.mod +15% lightning Res.pen +10% light ----- def ----- Fatigue -16% HP.reg +1.60 ---------- misc Stam/turn +1.90 Light +1 Amulets can have magical properties. |
| In main hand | Core of the Forge (24-26.4 power, 78 apr, dreamforge damage) 3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 24.0 - 26.4 Dreamforge Uses 154% Wil, 38% Cun Mastery Psiblades Acc uses Wil Apr +78 Crit +5.0% Atk.spd 100% On Hit: * injects a simple virus dealing 85 blight damage on hit and lowering the victims highest stat While equipped: Stats +7 Cun +11 Wil dps ---------- Mind.crit +8% Phys.pwr +10 (+2 eff.) Mind.pwr +30 (+6 eff.) Melee+ 30 dreamforge Dmg.mod +10% physical +10% mind +10% fire Res.pen +10% mind +10% physical Acc +10 (+4 eff.) ----- def ----- Resists +5% physical +5% mind +15% fire ---------- misc Masteries +0.20 Psionic/Dream Forge +0.20 Psionic/Dream Smith Forge Bellows: Level 3.6 Pwr.cost 24 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 50.89 mind damage, 56.90 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 4.59 mind and 5.13 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
| Around waist | Emblem of Evasion 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+8 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 31% chance to evade melee and ranged attacks and 25 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In off hand | inquisitor's living mindstar of flames (17.5-19.25 power, 78 apr, nature damage) 3.0 T5 mindstar 1H weapon [Ego++] Nature/Disrupt This natural fire should be returned to the wyrm. Power 17.5 - 19.2 Nature Uses 135% Wil, 57% Cun Mastery Psiblades Acc uses Wil Apr +78 Crit +5.0% Atk.spd 100% On Hit: * 18 arcane resource burn On Crit: * project a beam of lightning * burns latent spell energy While equipped: dps ---------- Mind.crit +5% Mind.pwr +19 (+4 eff.) All.spd +3% Dmg.mod +6% arcane +13% fire Res.pen +10% fire Melee Ret 14 fire ----- def ----- Resists +12% fire Spell.save +5 (+1 eff.) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Layithra the Glintwing (3 def, 0 armour) 2.0 T5 cloak armor [Rare] Nature While equipped: Stats +8 Mag +3 Con dps ---------- Dmg.mod +18% light ----- def ----- Defense +3 (+2 eff.) Resists +18% light +30% lightning Max.HP +49.00 Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | hardened voratun plate armour of Eyal (9 def, 23 armour) 17.0 T5 massive armor [Ego++] Nature/Master While equipped: ----- def ----- Armour +23 Defense +9 (+5 eff.) Fatigue +26% Resists +6% acid +9% physical +9% cold +10% lightning +8% fire Max.HP +81.00 HP.reg +12.30 Heal.mod +19% Poison- +70% Disease- +70% Cut- +70% A suit of armour made of metal plates. |
Inventory
medical injector implant (efficiency 89% / cooldown 79%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 89% efficiency and cooldown mod of 79%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 88% / cooldown 64%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 88% efficiency and cooldown mod of 64%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 103% / cooldown 72%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 103% efficiency and cooldown mod of 72%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 94% / cooldown 71%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 94% efficiency and cooldown mod of 71%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 166% / cooldown 64%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 166% efficiency and cooldown mod of 64%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 148% / cooldown 71%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 148% efficiency and cooldown mod of 71%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 96% / cooldown 92%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 96% efficiency and cooldown mod of 92%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 116% / cooldown 83%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 116% efficiency and cooldown mod of 83%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 7)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 7.8 steam per turn. Can be activated for an instant burst of 39 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 12)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 12.4 steam per turn. Can be activated for an instant burst of 62 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 7)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 7.0 steam per turn. Can be activated for an instant burst of 35 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 11)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 11.7 steam per turn. Can be activated for an instant burst of 58 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 18)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 18.9 steam per turn. Can be activated for an instant burst of 94 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the psychic (heal 275)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 275 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the psychic (heal 293)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 293 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the warrior (heal 293)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 293 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+12 for 9 turns, die at -619)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 12 for 9 turns. While Heroism is active, you will only die when reaching -619 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+13 for 10 turns, die at -529)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 13 for 10 turns. While Heroism is active, you will only die when reaching -529 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 433 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 433 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 449 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 449 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion (rad 7; power 22; turns 5; dispels darkness)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 11). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 22) for 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
acid wave rune (97 acid damage; disarm 5 turns with power 21)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 97.00 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 21 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Taint of Telepathy (Range 10 telepathy for 5 turns)0.1 T3 taint scroll [Plot Item] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Strip the protective barriers from your mind for 5 turns, allowing in the thoughts all creatures within 10 squares but reducing mind save by 10 and increasing your mindpower by 35 for 10 turns. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
insulating copper amulet of mastery (0.11 Wild-gift / Oozing blades)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +12% fire +12% cold ---------- misc Masteries +0.11 Wild-gift/Oozing blades Amulets can have magical properties. |
serendipitous copper amulet of healing0.1 T1 amulet jewelry [Ego+] Nature While equipped: Stats +6 Lck dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +5 (+3 eff.) Unseen.red 11% Heal.mod +10% Cut- +40% Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 332 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
warrior's steel amulet of mastery (0.10 Wild-gift / Fungus)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.20 Masteries +0.10 Wild-gift/Fungus Amulets can have magical properties. |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Prismwreck the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +15% nature +10% light Melee Ret 8 nature ----- def ----- Resists +6% nature HP.reg +1.90 Stun/Frz- +22% ---------- misc Light +3 Rings can have magical properties. |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 20.31 cold and 25.39 physical damage (based on Willpower) each turn and knocking opponents back. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
copper ring of corrosion (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid Rings can have magical properties. |
sneakthief's stralite ring of tenacity0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +7 Dex dps ---------- Acc +11 (+4 eff.) ----- def ----- Max.HP +20.00 Disarm- +33% Pinning- +22% Knockbk- +30% Rings can have magical properties. |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+1 eff.) Rings can have magical properties. |
titan's steel ring of life0.1 T2 ring jewelry [Ego+] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+1 eff.) Max.HP +41.00 HP.reg +0.60 Heal.mod +12% Rings can have magical properties. |
plaguebringer's voratun greatmaul of paradox (68.5-102.75 power, 4 apr)5.0 T5 greatmaul 2H weapon [Ego+] Arcane Power 68.5 - 102.8 Physical Uses 40% Wil, 120% Str Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Melee+ +9 blight +21 temporal On Hit: 10% Epidemic 5 On Hit: * 14% chance to disease While equipped: dps ---------- Melee Ret 14 temporal ----- def ----- Resists +20% temporal Disease- +26% Massive two-handed mauls. |
keeper's dragonbone longbow of recursion4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Ego++] Arcane Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% crit / acc Atk.spd 125% Range +10 On Hit: 10% Shoot 1 While equipped: dps ---------- Dmg.mod +32% physical +33% temporal Res.pen +18% physical +17% temporal ---------- misc Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
quick dwarven-steel longsword of daylight (22-30.8 power, 4 apr)3.0 T3 longsword 1H weapon [Ego+] Arcane/Master Power 22.0 - 30.8 Physical Uses 40% Wil, 100% Str Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 111% Melee+ +14 light Against +17% Undead While equipped: Stats +5 Dex dps ---------- Acc +10 (+4 eff.) Sharp, long, and deadly. |
Ureslak's Femur (52-72.8 power, 5 apr)3.0 T5 mace 1H weapon [Unique] Nature What would happen if more of Ureslak's remains were reunited? Power 52.0 - 72.8 Physical Uses 40% Wil, 100% Str Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 10% chance to shimmer to a different hue and gain powers A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
Kinetic Focus (6-6.6 power, 18 apr, physical damage)3.0 T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 6.0 - 6.6 Physical Uses 75% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+2 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
Manarion the living mindstar (18-19.8 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature This harmonious mindstar will complement other natural mindstars. Power 18.0 - 19.8 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +7.0% Atk.spd 100% On Crit.r2 +12 mind While equipped: dps ---------- Mind.crit +5% Mind.pwr +32 (+7 eff.) Dmg.mod +10% nature Res.pen +10% nature Apr +1 ----- def ----- Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Resists +10% nature Phys.save +8 (+2 eff.) Spell.save +16 (+4 eff.) Mind.save +9 (+2 eff.) ---------- misc Stam/turn +0.20 Equi/ret +4.20 Max.hate +2.00 Masteries +0.20 Wild-gift/Harmony 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. |
Samyrek (8.5-9.35 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Random Unique] Nature/Psionic Power 8.5 - 9.4 Nature Uses 80% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +1 Dex +2 Wil dps ---------- Mind.crit +3% Mind.pwr +10 (+2 eff.) ----- def ----- Resists +6% light +5% arcane Phys.save +5 (+2 eff.) Max.HP +21.00 HP.reg +0.80 Silence- +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Zeragen (5.5-6.05 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 5.5 - 6.1 Nature Uses 75% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit: * 40% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +8.00% Mind.pwr +4 (+1 eff.) Dmg.mod +6% arcane +15% temporal ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% 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. |
honing pulsing mindstar (12.5-13.75 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego+] Nature/Psionic This honing mindstar will focus other psionic mindstars. Power 12.5 - 13.8 Mind Uses 85% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +4% Mind.pwr +7 (+2 eff.) Dmg.mod +4% physical Res.pen +6% physical ----- def ----- Resists +4% physical Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying vined mindstar of slime (4-4.4 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Disrupt/Psionic Power 4.0 - 4.4 Nature Uses 75% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +3% mind +2% darkness +3% nature Melee Ret 3 darkness 4 mind On Melee Ret: * Slows global speed by 3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
inquisitor's pulsing mindstar of balance (12-13.2 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego+] Nature/Disrupt Power 12.0 - 13.2 Nature Uses 85% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Hit: * 14 arcane resource burn On Crit: * burns latent spell energy While equipped: dps ---------- Mind.crit +4% Mind.pwr +7 (+2 eff.) Dmg.mod +5% arcane ----- def ----- Phys.save +5 (+2 eff.) Spell.save +9 (+2 eff.) Mind.save +4 (+1 eff.) ---------- misc Equi/ret +0.90 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's vined mindstar (5.5-6.05 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 5.5 - 6.1 Nature Uses 75% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +3% nature ----- def ----- Resists +3% blight Disease- +10% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
pulsing mindstar 'Tempestreign' (13-14.3 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Random Unique] Nature This natural fire should be returned to the wyrm. This harmonious mindstar will complement other natural mindstars. Power 13.0 - 14.3 Nature Uses 85% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Melee+ +16 acid On Hit: * 40% chance to corrode armour by 30% While equipped: dps ---------- Mind.crit +4% Mind.pwr +7 (+2 eff.) All.spd +5% Dmg.mod +8% nature +16% fire Res.pen +7% nature +17% fire Melee Ret 4 lightning 8 fire On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +6% lightning +15% fire +5% nature Heal.mod +18% Heal/summ +15 ---------- misc Equi/ret +1.30 Masteries +0.20 Wild-gift/Harmony 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. |
halfling drakeskin leather sling of nature4.0 T5 sling 1H weapon Reqs Dex 48 Shoot [Ego++] Nature/Master Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.1% dam / acc Atk.spd 125% Range +10 Ranged+ +29 nature While equipped: dps ---------- Dmg.mod +17% physical Res.pen +15% nature ----- def ----- Resists +7% all ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
mighty drakeskin leather sling of true flight4.0 T5 sling 1H weapon Reqs Dex 48 Shoot [Ego+] Master Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.1% dam / acc Atk.spd 125% Range +10 While equipped: Stats +5 Str dps ---------- Phys.crit +11.0% Phys.pwr +11 (+3 eff.) Acc +11 (+4 eff.) Slings are used to hurl stones or metal shots at your foes. |
dragonbone magestaff 'Lorithad' (40-48 power, 6 apr, arcane element)5.0 T5 staff 2H weapon Reqs Mag 48 [Rare] Arcane Power 40.0 - 48.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Phasing +30% Melee+ +8 physical While equipped: Stats +4 Dex +4 Wil +3 Cun +5 Con dps ---------- Spell.crit +20% Phys.pwr +8 (+2 eff.) Spell.pwr +15 (+1 eff.) Dmg.mod +30% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Woeoath (39-58.5 power, 25 apr)3.0 T5 steamsaw 1H weapon [Rare] Master/Steamtech Power 39.0 - 58.5 Phys.bleed Uses 40% Wil, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +94 Melee+ +12 arcane Uses 1.0 Steam While equipped: dps ---------- Phys.crit +15.0% Crit.mult +20.00% Apr +15 ----- def ----- Armour +12 Defense +10 (+5 eff.) Fatigue +12% Poison- +15% Cut- +30% Pinning- +10% Stun/Frz- +20% Def/telep +16 Res/telep +16% Dur/telep +16% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Flowerstar (35.5-49.7 power, 4 apr)3.0 T3 waraxe 1H weapon [Random Unique] Master Power 35.5 - 49.7 Physical Uses 40% Wil, 100% Str Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% On Crit.r2 +8 arcane On Hit: * Slows global speed by 40% While equipped: Stats +4 Str +1 Con dps ---------- Dmg.mod +11% physical +3% nature +3% arcane Res.pen +15% physical Acc +22 (+8 eff.) Apr +11 ---------- misc Stam/ret +1.70 One-handed war axes. |
Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
Samarain the drakeskin leather belt1.0 T5 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% arcane Res.pen +20% arcane +25% mind Melee Ret 12 mind ----- def ----- Resists +15% mind Max.HP +64.00 A belt that goes around your waist. |
monstrous hardened leather belt1.0 T3 belt armor [Ego+] Nature While equipped: Stats +4 Str +3 Con dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Phys.save +7 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Baralen the Festeredge (11 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +5 Mag dps ---------- Melee Ret 16 nature ----- def ----- Defense +11 (+6 eff.) Fatigue -6% Phys.save +7 (+2 eff.) ---------- misc Infravis +1 Telepathy Demon/Minor Demon/Major A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 68% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+4 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+2 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of rough leather boots 'Eleriann' (3 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Wil dps ---------- Crit.mult +5.00% Res.pen +20% mind ----- def ----- Armour +1 Defense +3 (+2 eff.) Rng.Def +3 (+2 eff.) Fatigue +1% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.psi +40.00 A pair of boots made of leather. |
pair of rough leather boots 'Fuloroddarion' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Dex dps ---------- Res.pen +15% physical Apr +1 ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +6% mind +5% cold ---------- misc Max.stam +10.00 A pair of boots made of leather. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 126.30 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Spellhunt Remnants (6 def, 8 armour)1.5 T5 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +5% Mind.pwr +12 (+3 eff.) ----- def ----- Armour +8 Defense +6 (+3 eff.) Spell.save +15 (+4 eff.) Disarm- +0% ---------- misc Light +1 Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 200.34 arcane damage and stunned). Uses 100 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Steam Powered Gauntlets (0 def, 12 armour)1.5 T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Gauntlets. But with steam power! |
heroic dwarven-steel gauntlets of butchering (0 def, 6 armour)1.5 T3 hands armor [Ego++] Disrupt/Master While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Acc +6 (+3 eff.) Apr +6 ----- def ----- Armour +6 Resists +8% blight Spell.save +11 (+3 eff.) Mind.save +7 (+1 eff.) Max.HP +40.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Neruyada the Blindpierce (0 def, 5 armour)3.0 T5 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% darkness +12% mind +18% nature Res.pen +25% darkness Melee Ret 8 nature 21 mind On Hit (Melee): * 32% chance to inflict 15% damage reduction ----- def ----- Armour +5 Fatigue +5% Resists +12% mind +14% fire +9% darkness +15% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Neruyata (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +4 Cun +3 Str dps ---------- Crit.mult +5.00% Dmg.mod +3% mind ----- def ----- Armour +3 Fatigue +5% Resists +3% mind ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed dwarven-steel helm of ire (0 def, 4 armour)3.0 T3 head armor [Ego++] Master While equipped: Stats +7 Str +4 Con dps ---------- Melee Ret 7 physical ----- def ----- Armour +4 Fatigue +4% Phys.save +7 (+2 eff.) Mind.save +8 (+2 eff.) ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 Blind-Fight: No penalty when attacking invisible/stealthed Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
leafwalker's voratun helm of the bounder (0 def, 5 armour)3.0 T5 head armor [Ego++] Nature/Master While equipped: Stats +7 Str +8 Dex ----- def ----- Armour +5 Fatigue +5% Resists +11% nature Spell.save +9 (+2 eff.) Max.HP +83.00 Heal.mod +24% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
thaloren drakeskin leather hat of fortune (0 def, 5 armour)2.0 T5 head armor [Ego++] Nature/Master While equipped: Stats +13 Lck +8 Wil dps ---------- Phys.crit +6.0% Spell.crit +6% Mind.crit +5% ----- def ----- Armour +5 Fatigue +5% Resists +9% blight Mind.save +8 (+2 eff.) A hat made of leather. Very stylish. |
impenetrable steel mail armour of Eyal (2 def, 13 armour)14.0 T2 heavy armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +13 Defense +2 (+1 eff.) Fatigue +14% Max.HP +56.00 HP.reg +2.00 Heal.mod +15% A suit of armour made of mail. |
marauder's drakeskin leather armour of the deep (9 def, 11 armour)9.0 T5 light armor [Ego++] Nature/Master While equipped: Stats +7 Str +6 Dex ----- def ----- Armour +11 Defense +9 (+5 eff.) Fatigue +8% Resists +6% acid +9% cold Phys.save +16 (+4 eff.) HP.reg +0.00 Poison- +0% Disease- +0% Cut- +0% ---------- misc Breathe water A suit of armour made of leather. |
cosmic voratun shield of earthen fury (12 def, 14 armour, 217 block)7.0 T5 shield armor [Ego++] Arcane/Nature While equipped: ----- def ----- Armour +14 Hardiness +9% Defense +12 (+6 eff.) Rng.Def +12 (+5 eff.) Fatigue +14% Resists +20% physical +12% light +7% darkness ---------- misc Talents +5 Block On block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
8 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
365 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
10 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
13 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
19 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
14 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe 'Elenodin' (dig speed 31 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str +4 Wil +7 Cun dps ---------- Res.pen +15% blight Melee Ret 16 mind ----- def ----- Fatigue -6% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Tarreyadin' (dig speed 23 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +7 Str ----- def ----- Defense +9 (+5 eff.) Rng.Def +9 (+4 eff.) Resists +15% blight Crit.dmg- 15.00% Phys.save +10 (+3 eff.) Spell.save +11 (+3 eff.) Mind.save +40 (+9 eff.) Max.HP +60.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Jetstinger' (dig speed 6 turns)3.0 T5 digger tool [Random Unique] Master While equipped: Stats +6 Str dps ---------- Melee Ret 8 darkness 16 fire ----- def ----- Fatigue -7% Resists +23% darkness +8% fire Max.HP +28.00 ---------- misc Max.stam +21.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Goruharakhad the brass lantern2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Phys.crit +2.0% Dmg.mod +5% mind ----- def ----- Resists +9% temporal Mind.save +6 (+1 eff.) Heal.mod +5% Stun/Frz- +5% ---------- misc Light +2 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. |
Silywe1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +9% mind Melee Ret 16 mind On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% mind +9% temporal ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +2 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. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +45.00 ---------- misc Light +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+2 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 21 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
29 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
29 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
25 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing fiery salve [power 36] amazing fiery salve [power 36]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 168% efficiency and 56% cooldown modifier. Remove 3 magical effects and grants a fiery aura (36% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 36] amazing frost salve [power 36]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 168% efficiency and 56% cooldown modifier. Remove 3 physical effects and grants a frost aura (36% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 521] amazing healing salve [power 521]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 168% efficiency and 56% cooldown modifier. Heal 521 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing pain suppressor salve [power 456] amazing pain suppressor salve [power 456]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 168% efficiency and 56% cooldown modifier. Let you fight up to -456 life and reduces all damage by 25% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
amazing water salve [power 36] amazing water salve [power 36]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 168% efficiency and 56% cooldown modifier. Remove 3 mental effects and grants a water aura (36% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
powerful second skin0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +6.00 Poison- +50% Disease- +50% Cut- +50% Tinkers can be attached to normal items to improve them with steam power! |
voratun razor edge0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 0.0 - 0.0 Physical Uses 40% Wil Apr +20 Crit +20.0% Tinkers can be attached to normal items to improve them with steam power! |
well-made focus lens0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 Tinkers can be attached to normal items to improve them with steam power! |
well-made viral injector0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Infects targets with a stat reducing disease. Tinkers can be attached to normal items to improve them with steam power! |
Smolderwrecker [power 4] (10 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: dps ---------- Mind.pwr +8 (+2 eff.) Dmg.mod +12% mind Melee Ret 21 fire ----- def ----- Resists +15% acid Mind.save +47 (+11 eff.) ---------- misc Max.hate +8.00 Remove up to 4 poisons or diseases from a target within range 10 (based on Willpower) Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of healing 'Shinejeer' [power 187] (20 cooldown)2.0 T4 totem charm [Random Unique] Nature While equipped: dps ---------- Res.pen +5% light Melee Ret 8 nature On Hit (Melee): * 30% chance to blind ---------- misc Light +3 Wards +4 acid +5 nature +4 light Talents +1 Invoke Tentacle +1 Ward Cooldown Invoke Tentacle +5 Heal a target within range 10 (based on Willpower) for 187 Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
8 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
27 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
20 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+5 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+5 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
22 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Mibezen the Dwarf Oozemancer level 26
1st Steel 123rd year of Ascendancy at 14:21 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Mibezen the Dwarf Oozemancer level 36
18th Gold 123rd year of Ascendancy at 05:37 see stats
Against all odds
Killed Ukruk in the ambush.By Mibezen the Dwarf Oozemancer level 26
30th Iron 123rd year of Ascendancy at 18:50 see stats
Arachnophobia
Destroyed the spydric menace.By Mibezen the Dwarf Oozemancer level 34
11st Gold 123rd year of Ascendancy at 01:03 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Mibezen the Dwarf Oozemancer level 34
15th Gold 123rd year of Ascendancy at 05:49 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Mibezen the Dwarf Oozemancer level 45
13rd Loss 123rd year of Ascendancy at 18:29 see stats
Brave new world
Went to the Far East and took part in the war.By Mibezen the Dwarf Oozemancer level 33
7th Gold 123rd year of Ascendancy at 17:55 see stats
Clone War
Destroyed your own Shade.By Mibezen the Dwarf Oozemancer level 41
9th Profit 123rd year of Ascendancy at 12:16 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Mibezen the Dwarf Oozemancer level 17
29th Wealth 122nd year of Ascendancy at 17:36 see stats
Destroyer of the creation
Killed Slasul.By Mibezen the Dwarf Oozemancer level 43
28th Profit 123rd year of Ascendancy at 05:55 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Mibezen the Dwarf Oozemancer level 32
4th Gold 123rd year of Ascendancy at 06:46 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Mibezen the Dwarf Oozemancer level 39
20th Stralite 123rd year of Ascendancy at 10:54 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Mibezen the Dwarf Oozemancer level 21
18th Iron 123rd year of Ascendancy at 04:25 see stats
Exterminator
Killed 1000 creatures.By Mibezen the Dwarf Oozemancer level 15
29th Profit 122nd year of Ascendancy at 05:51 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Mibezen the Dwarf Oozemancer level 44
19th Dearth 123rd year of Ascendancy at 00:25 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Mibezen the Dwarf Oozemancer level 45
28th Loss 123rd year of Ascendancy at 05:05 see stats
Gem of the Moon
Completed the Master Jeweler quest with Limmir.By Mibezen the Dwarf Oozemancer level 43
35th Profit 123rd year of Ascendancy at 09:31 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Mibezen the Dwarf Oozemancer level 20
19th Loss 122nd year of Ascendancy at 10:17 see stats
Level 10
Got a character to level 10.By Mibezen the Dwarf Oozemancer level 10
1st Profit 122nd year of Ascendancy at 20:15 see stats
Level 20
Got a character to level 20.By Mibezen the Dwarf Oozemancer level 20
17th Loss 122nd year of Ascendancy at 17:36 see stats
Level 30
Got a character to level 30.By Mibezen the Dwarf Oozemancer level 30
16th Steel 123rd year of Ascendancy at 20:49 see stats
Level 40
Got a character to level 40.By Mibezen the Dwarf Oozemancer level 40
39th Stralite 123rd year of Ascendancy at 12:38 see stats
Orcrist
Killed the leaders of the Orc Pride.By Mibezen the Dwarf Oozemancer level 42
17th Profit 123rd year of Ascendancy at 22:19 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Mibezen the Dwarf Oozemancer level 37
7th Stralite 123rd year of Ascendancy at 04:19 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Mibezen the Dwarf Oozemancer level 17
45th Profit 122nd year of Ascendancy at 01:33 see stats
Size matters
Did over 600 damage in one attack.By Mibezen the Dwarf Oozemancer level 36
18th Gold 123rd year of Ascendancy at 08:09 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Mibezen the Dwarf Oozemancer level 32
4th Gold 123rd year of Ascendancy at 07:56 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Mibezen the Dwarf Oozemancer level 4
18th Voratun 122nd year of Ascendancy at 22:37 see stats
The Arena
Unlocked Arena mode.By Mibezen the Dwarf Oozemancer level 9
31st Voratun 122nd year of Ascendancy at 18:15 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Mibezen the Dwarf Oozemancer level 42
17th Profit 123rd year of Ascendancy at 22:27 see stats
The Old Ones
Kill all the three demons that are on Eyal since before the Spellblaze: Shasshhiy'Kaish, Kryl'Feijan and Walrog.By Mibezen the Dwarf Oozemancer level 28
9th Steel 123rd year of Ascendancy at 17:38 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Mibezen the Dwarf Oozemancer level 21
28th Shortage 122nd year of Ascendancy at 01:24 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Mibezen the Dwarf Oozemancer level 21
19th Iron 123rd year of Ascendancy at 08:37 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Mibezen the Dwarf Oozemancer level 44
26th Wealth 123rd year of Ascendancy at 05:58 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Mibezen the Dwarf Oozemancer level 28
9th Steel 123rd year of Ascendancy at 11:05 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Mibezen the Dwarf Oozemancer level 16
29th Profit 122nd year of Ascendancy at 22:18 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Mibezen the Dwarf Oozemancer level 25
30th Iron 123rd year of Ascendancy at 14:07 see stats
Log
Viral Injection from Mibezen hits Fire drake hatchling for 14 blight damage.
Poison from Mibezen hits Fire drake hatchling for 227 nature damage.
Burning from Mibezen killed Fire drake hatchling!
Poison from Mibezen killed Fire drake hatchling!
Mibezen receives 1 healing.
Mucus ooze uses Slime Spit.
Mucus ooze hits Fire drake hatchling for 42 nature damage.
You pickup 2.45 gold pieces.
You pickup 0.65 gold pieces.
Mibezen's natural acid becomes more concentrated!
Fire drake's power is greatly reduced!
Mibezen hits Fire drake for 20 nature, 1 fire, 26 acid, 0 arcane (48 total damage).
Fire drake hits Mibezen for 45 physical damage.
Poison from Mibezen hits Fire drake hatchling for 245 nature damage.
Poison from Mibezen hits Fire drake for 245 nature damage.
Poison from Mibezen killed Fire drake!
Poison from Mibezen killed Fire drake hatchling!
Talent Acid Splash is ready to use.
Mibezen receives 2 healing.
You pickup 0.55 gold pieces.
Mibezen is no longer attuned.
Mibezen deactivates Mitosis.
The skin of Mibezen starts dripping acid.
Mibezen deactivates Psiblades.
Mibezen deactivates Unstoppable Nature.
Mibezen's nature damage is no longer so potent.
Mibezen deactivates Antimagic Shield.



































































































































































