













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: 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:
Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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:
Better Item Description 1.7.2This 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 Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Skirmisher |
| Level / Exp | 50 / 559% |
| Size | big |
| Lifes / Deaths | Killed by Gorbat, Supreme Wyrmic of the Pride at level 50 on the 20th Voratun 123rd year of Ascendancy at 10:01 6 / 1 |
Primary Stats
| Strength | 39 (base 15) |
| Dexterity | 71 (base 60) |
| Constitution | 40 (base 30) |
| Magic | 89 (base 60) |
| Willpower | 29 (base 12) |
| Cunning | 86 (base 66) |
Resources
| Life | 1562/1688 |
| Steam | 100/100 |
| Stamina | 308/308 |
| Psi | 119/119 |
| Healing Factor | 1.3522297605396 |
| Regeneration | 22.55517166286 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +67% |
| Spell | 0% |
| Global | +95.238095238095% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 46.881645909295 |
| See Invisible | 64.881645909295 |
Offense: Mainhand
| Damage | 180 |
| Accuracy | 75 |
| Crit Chance | 59% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +6% |
| Lightning | +57% |
| Light | +6% |
| Cold | +40% |
| Blight | +3% |
| Physical | +86% |
| Fire | +26% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +56% |
| Physical | +35% |
| Arcane | +92% |
| Cold | +38% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 52.764593763945 (79.794990797553%) |
| Defense | 90 |
| Ranged Defense | 90 |
| Fatigue | 0 |
| Physical Save | 70 |
| Spell Save | 52 |
| Mental Save | 65 |
Defense: Resistances
| Physical | + 28%( 70%) |
| Lightning | + 39%( 70%) |
| Fire | + 53%( 70%) |
| Temporal | + 28%( 70%) |
| Darkness | + 32%( 70%) |
| Arcane | + 26%( 70%) |
| Cold | + 51%( 70%) |
| All | + 22%( 70%) |
Defense: Immunities
| Disarm Resistance | 100% |
| Teleport Resistance | 100% |
| Pinning Resistance | 45% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (5/5)
| 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 172% efficiency and cooldown mod of 65%. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| 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 179% efficiency and cooldown mod of 51%. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 91 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 Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse 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. |
Class Talents
| Technique / Tireless Combatant | 1.30 |
| 4/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Technique / Buckler Training | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Cunning / Poisons | 1.30 |
| 4/5 |
| 2/5 |
| 5/5 |
| 4/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Cunning / Scoundrel | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Pace Yourself |
| talent | Counter Shot |
| talent | Volatile Poison |
| talent | Apply Poison |
| talent | Trained Reactions |
| talent | Chant of Fortitude |
| talent | Crippling Poison |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)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 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | 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)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Dream Walk (+1 level(s)). | done |
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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. | active |
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. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 102. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed snow giant kidney. * You've found the needed red crystal shard. You have aided Stire of Derth in creating an elixir of precision. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Yaryhad the pair of dwarven-steel boots (30 def, 12 armour) 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% mind ----- def ----- Armour +12 Defense +30 (+6 eff.) Fatigue +3% Resists +12% darkness Phys.save +15 (+4 eff.) Pinning- +45% Knockbk- +25% Teleport- +110% ---------- misc Stam/turn +0.80 Max.stam +28.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Earthblack (55/55, 151% power, 5 apr)3.0 T4 shot ammo [Random Unique] Arcane/Master Power 151% Range: 1.2x Uses 50% Cun, 50% Mag, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 55 Ranged+ +16 acid +21 cold +8 nature On Hit.r1 +4 acid On Crit.r2 +4 nature On Hit: * 20% chance to slow global speed by 51% * Create an explosion dealing 109 lightning damage (1/turn) While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. |
| Light source | ethereal dwarven lantern of illusion0.0 T5 lite [Ego++] Arcane/Psionic While equipped: Stats +7 Mag dps ---------- Spell.pwr +10 (+3 eff.) ----- def ----- Defense +12 (+3 eff.) Phys.save +16 (+4 eff.) Spell.save +13 (+4 eff.) Mind.save +18 (+4 eff.) ---------- misc Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Skystalker (2 def, 0 armour) 2.0 T3 head armor [Rare] Nature While equipped: Stats +10 Cun +2 Dex dps ---------- Dmg.mod +6% lightning +15% cold +12% physical Res.pen +10% lightning +10% physical Acc +25 (+6 eff.) Apr +5 ----- def ----- Defense +2 (+1 eff.) Resists +4% physical +22% cold Mind.save +15 (+4 eff.) A pointy cloth hat, very wizardly... |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Disarm- +100% ---------- misc Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Tool | stralite torque of clear mind 'Nimbusgasher' [power 4] (18 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: Stats +3 Dex +3 Mag +3 Wil +3 Con dps ---------- Dmg.mod +24% lightning Res.pen +26% arcane Phasing +32% ----- def ----- Def/telep +16 Res/telep +16% Dur/telep +16% ---------- misc See.Invis +18 Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Lisorin the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Dex +2 Mag dps ---------- Phys.crit +2.0% Dmg.mod +12% physical Acc +38 (+9 eff.) ----- def ----- Resists +3% physical Crit.dmg- 10.00% Die.at -60.00 life Rings make your fingers look great! |
| On fingers | sneakthief's gold ring of life0.1 T3 ring jewelry [Ego++] Nature/Master While equipped: Stats +4 Cun +4 Dex dps ---------- Acc +8 (+2 eff.) ----- def ----- Max.HP +40.00 HP.reg +9.00 Heal.mod +13% Rings make your fingers look great! |
| Around neck | Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+3 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | stormbringer's drakeskin leather sling of true flight 4.0 T5 sling 1H weapon [Ego++] Nature/Master Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 On Crit.r2 +45 lightning +33 cold On Hit: * injects a simple virus dealing 86 blight damage on hit and lowering the victims highest stat While equipped: dps ---------- Phys.crit +12.0% Mov.spd +42% Res.pen +21% lightning +13% cold Acc +11 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Adylenne the hardened leather belt 1.0 T3 belt armor [Random Unique] Nature/Psionic While equipped: Stats +7 Str +4 Wil +4 Con dps ---------- Phys.pwr +17 (+4 eff.) Res.pen +15% arcane ----- def ----- Armour +2 Fatigue -20% Resists +8% lightning +7% temporal Phys.save +7 (+2 eff.) Mind.save +8 (+2 eff.) Max.HP +58.00 ---------- misc Max.enc +50 Max.stam +20.00 Size +1 A belt that goes around your waist. |
| In off hand | Deflector (22 def, 11 armour, 160% power, 230 block)7.0 T4 shield armor Reqs Shield usage training [Unique] Steamtech When used to Attack: Power 161% Range: 1.2x Uses 50% Mag, 130% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +7.0% Block +230 While equipped: ----- def ----- Armour +11 Defense +22 (+5 eff.) Fatigue +8% Phys.save +20 (+5 eff.) ---------- misc Talents +4 Block Knocks melee attackers away. Distance scales with damage incoming. The front plate of this shield vibrates at all times, covering some strange assembly you can't quite make sense of. |
| Cloak | Glintvortex the linen cloak (7 def, 2 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% light +27% physical ----- def ----- Armour +2 Defense +7 (+2 eff.) Phys.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Xanessra the elven-silk robe (4 def, 8 armour) 2.0 T5 cloth armor [Random Unique] Nature/Master While equipped: Stats +7 Str +8 Mag +7 Wil dps ---------- Dmg.mod +27% lightning +25% physical +3% blight +26% fire +25% cold Res.pen +25% arcane Melee Ret 6 arcane On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 26 ----- def ----- Armour +8 Hardiness +20% Defense +4 (+1 eff.) Fatigue +3% Resists +13% lightning +39% fire +15% cold +5% arcane +15% all Phys.save +30 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Primal Infusion (affinity 13%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the duelist (heal 207; cd 11)0.1 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 207 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 771%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 771% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 677; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 677 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 566; 16 cd)0.1 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 566 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 30%; physical; dur 4; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the titan (res 23%; magical; dur 3; cd 16)0.1 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 23% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the wizard (res 37%; mental; dur 3; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 37% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Prismatic Rune (6 turns; acid, fire, physical, blight)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 3 fire, 2 physical, 5 blight Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the sneak (power 25; resist 31%; move 46%; dur 5; cd 22)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 31% all resistance, you move 46% faster, and you are invisible (power 25). Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the sneak (power 26; resist 27%; move 55%; dur 5; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 27% all resistance, you move 55% faster, and you are invisible (power 26). Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 63; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed 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 63 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the sneak (absorb 148; cd 19)0.1 rune scroll [Ego] 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 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 148 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the duelist (absorb 427; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 427 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the sneak (threshold 49; blocks 8; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 49 up to 8 times. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
starseer's copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +3 Cun +2 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Dmg.mod +5% light +5% temporal +4% darkness +5% physical Amulets make your neck look great! |
Barechik the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Mind.pwr +7 (+3 eff.) ----- def ----- Resists +21% light +25% darkness Mind.save +6 (+1 eff.) HP.reg +2.00 Heal.mod +10% Blind- +51% Confus- +11% Knockbk- +20% Amulets make your neck look great! |
cleansing steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature/Disrupt While equipped: ----- def ----- Resists +12% nature +12% blight Heal.mod +11% Poison- +20% Disease- +24% Cut- +50% Heal: Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 258 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
serendipitous steel amulet of murder0.1 T2 amulet jewelry [Ego++] Nature/Master While equipped: Stats +9 Lck dps ---------- Crit.mult +14.00% Acc +16 (+4 eff.) Apr +14 ----- def ----- Defense +8 (+2 eff.) Unseen.red 11% Amulets make your neck look great! |
steel amulet 'Broduran'0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +12% arcane Res.pen +25% physical Acc +15 (+4 eff.) ----- def ----- Defense +10 (+2 eff.) Resists +5% arcane +7% physical ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
steel amulet 'Radhadar'0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Str ----- def ----- Armour +8 Defense +30 (+6 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +2 Infravis +3 Amulets make your neck look great! |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 26 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (153). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
grounding gold amulet of perfection (0.21 Technique / Buckler Training,0.21 Steamtech / Chemistry)0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +15% lightning Stun/Frz- +28% ---------- misc Masteries +0.21 Technique/Buckler Training +0.21 Steamtech/Chemistry Amulets make your neck look great! |
Gorugarim the Thundernoon0.1 T4 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% blight On Hit (Melee): * 21% chance to reduce all saves and defense by 24 ----- def ----- Armour +4 Resists +12% lightning +9% light +26% fire +15% mind +41% cold Poison- +20% Amulets make your neck look great! |
Yvinor the voratun amulet0.1 T5 amulet jewelry [Rare] Nature While equipped: dps ---------- Spell.crit +3% Mind.pwr +20 (+7 eff.) Res.pen +25% blight +25% arcane Melee Ret 10 blight ----- def ----- Mind.save +9 (+2 eff.) Heal.mod +29% Cut- +60% ---------- misc Psi/ret +0.20 Mana/s.crit +2.00 Max.hate +6.00 Heal: Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 258 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
warrior's voratun amulet of manastreaming0.1 T5 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +4 Mag dps ---------- S.pwr/crit +4 ----- def ----- Resists +13% physical ---------- misc Stam/turn +0.80 Mana/turn +0.57 Max.mana +56.00 Amulets make your neck look great! |
Malekan the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Cun dps ---------- Phys.pwr +15 (+4 eff.) Dmg.mod +11% cold ----- def ----- Resists +6% lightning +22% cold +6% nature +3% temporal Rings make your fingers look great! |
copper ring of corrosion (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid Rings make your fingers look great! |
copper ring of nature (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% nature ----- def ----- Resists +20% nature Rings make your fingers look great! |
pixie's copper ring of darkness (+24%)0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +12% darkness ----- def ----- Resists +24% darkness Rings make your fingers look great! |
savior's copper ring of the mind (+10%)0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: dps ---------- Dmg.mod +10% mind ----- def ----- Resists +10% mind Phys.save +7 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +6 (+1 eff.) Rings make your fingers look great! |
sneakthief's copper ring of life0.1 T1 ring jewelry [Ego++] Nature/Master While equipped: Stats +4 Cun +5 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Max.HP +40.00 HP.reg +7.00 Heal.mod +11% Rings make your fingers look great! |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+3 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 36 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
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 4 tidal wave that expands slowly over 7 turns, dealing 16.19 cold and 21.51 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 43 power out of 60/60 This azure ring seems to be always moist to the touch. |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
mule's steel ring of luminosity0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +2 Mag dps ---------- Melee+ 12 light Ranged+ 10 light Dmg.mod +11% light ----- def ----- Fatigue -4% ---------- misc Max.enc +20 Rings make your fingers look great! |
savior's steel ring of light (+24%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +12% light ----- def ----- Resists +24% light Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +6 (+1 eff.) Rings make your fingers look great! |
sneakthief's steel ring of frost (+22%)0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Cun +5 Dex dps ---------- Dmg.mod +11% cold Acc +8 (+2 eff.) ----- def ----- Resists +22% cold Rings make your fingers look great! |
Aeromitta0.1 T3 ring jewelry [Random Unique] Master While equipped: Stats +4 Dex +2 Mag +4 Wil +3 Cun +2 Con dps ---------- Acc +17 (+4 eff.) Apr +9 ----- def ----- Defense +7 (+2 eff.) Crit.dmg- 10.00% Spell.save +11 (+3 eff.) ---------- misc Max.stam +16.00 Disengage: Puts all charms on 8 cooldown Level 2.6 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+3 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
gold ring 'Berylezilakhad'0.1 T3 ring jewelry [Random Unique] Arcane/Nature/Psionic While equipped: Stats +4 Mag +5 Wil +9 Cun dps ---------- Spell.pwr +9 (+3 eff.) Mind.pwr +10 (+4 eff.) Dmg.mod +12% lightning Res.pen +15% acid ----- def ----- Resists +24% lightning ---------- misc Max.mana +60.00 Rings make your fingers look great! |
mule's gold ring of pilfering0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +11 (+3 eff.) Apr +10 ----- def ----- Defense +10 (+2 eff.) Fatigue -6% ---------- misc Max.enc +24 Disengage: Puts all charms on 8 cooldown Level 2.6 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
pixie's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Mag dps ---------- Spell.pwr +9 (+3 eff.) Acc +10 (+3 eff.) Apr +10 ----- def ----- Defense +10 (+2 eff.) Disengage: Puts all charms on 8 cooldown Level 2.6 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
rogue's gold ring of misery0.1 T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +6 Cun dps ---------- Melee+ 10 physical Ranged+ 10 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 24 On Hit (Ranged): * 12% chance to reduce all saves and defense by 24 ----- def ----- Defense +10 (+2 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 20/20. Range melee/personal Travel.spd 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! |
Betheseta the Serpentwake0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Mag +7 Wil dps ---------- Spell.pwr +9 (+3 eff.) Dmg.mod +6% cold +14% light +6% nature Res.pen +15% cold Melee Ret 2 nature ----- def ----- Resists +28% light +6% nature Max.HP +28.00 Disarm- +29% Pinning- +28% Knockbk- +32% Rings make your fingers look great! |
Glittermortal the stralite ring0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Phys.pwr +17 (+4 eff.) Spell.pwr +12 (+4 eff.) Mind.pwr +17 (+6 eff.) Dmg.mod +8% all Res.pen +10% light Melee Ret 8 nature On Hit (Melee): * 21% chance to slow global speed by 51% ----- def ----- Resists +6% light Max.HP +170.00 HP.reg +32.00 Heal.mod +35% ---------- misc Light +3 Rings make your fingers look great! |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Chamuromiladir the Blindhunger0.1 T5 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% darkness ----- def ----- Resists +12% lightning +3% light +18% nature Max.HP +159.00 HP.reg +20.00 Heal.mod +19% Silence- +21% Knockbk- +21% Def/telep +16 Res/telep +16% Dur/telep +16% Rings make your fingers look great! |
Mnemonic0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+5 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 2.0 Pwr.cost 22 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Polelle the voratun ring0.1 T5 ring jewelry [Rare] Arcane While equipped: Stats +6 Wil dps ---------- Crit.mult +20.00% Phys.pwr +15 (+4 eff.) Spell.pwr +13 (+4 eff.) Mind.pwr +15 (+6 eff.) Res.pen +15% arcane +25% mind ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Psi/ret +0.16 Rings make your fingers look great! |
Veligawen the voratun ring0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +19% cold On Hit (Melee): * 21% chance to reduce strength, dexterity, and constitution by 26 ----- def ----- Armour +6 Resists +38% cold Phys.save +15 (+4 eff.) Spell.save +14 (+4 eff.) Mind.save +13 (+3 eff.) Max.HP +100.00 HP.reg +14.00 Heal.mod +17% Stun/Frz- +21% Teleport- +21% Rings make your fingers look great! |
Void Orb0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+3 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+3 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 4.0 Pwr.cost 5 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 153.69 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
conjurer's voratun ring of aether (+17%)0.1 T5 ring jewelry [Ego+] Arcane While equipped: Stats +7 Mag +6 Wil dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +17% arcane ----- def ----- Resists +17% arcane Rings make your fingers look great! |
mule's voratun ring of tenacity0.1 T5 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -8% Max.HP +44.00 Disarm- +24% Pinning- +32% Knockbk- +42% ---------- misc Max.enc +38 Rings make your fingers look great! |
infernal dragonbone starstaff of warding (136% power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 137% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +29.00% Spell.pwr +23 (+7 eff.) Melee+ 24 fire Dmg.mod +30% darkness ----- def ----- Armour +7 Defense +6 (+1 eff.) ---------- misc See.Invis +11 Wards +2 darkness Talents +4 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced voratun greatsword of paradox (177% power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego] Arcane/Master Power 178% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +16 temporal While equipped: dps ---------- Acc +16 (+4 eff.) ----- def ----- Defense +20 (+4 eff.) Resists +27% temporal Disarm- +50% Massive two-handed swords. |
voratun greatsword 'Saluda' (173% power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Rare] Master Power 174% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Mag dps ---------- Spell.crit +4% Spell.pwr +30 (+9 eff.) Dmg.mod +21% blight Res.pen +25% blight +25% mind Acc +21 (+5 eff.) Melee Ret 10 blight ----- def ----- Defense +21 (+4 eff.) Disarm- +70% Massive two-handed swords. |
Sootenvy the voratun dagger (156% power, 16 apr)1.0 T5 dagger 1H weapon [Rare] Master Power 157% Range: 1.3x Uses 50% Str, 50% Mag, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +14.0% Atk.spd 100% Melee+ +20 darkness On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +15.0% Phys.pwr +15 (+4 eff.) Apr +4 ----- def ----- Defense +30 (+6 eff.) Sharp, short and deadly. |
manaburning voratun dagger of erosion (144% power, 9 apr)1.0 T5 dagger 1H weapon [Ego] Nature/Disrupt Power 145% Range: 1.3x Uses 50% Dex, 50% Mag, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +17 nature On Hit: * 17 arcane resource burn Sharp, short and deadly. |
voratun dagger of erosion (148% power, 9 apr)1.0 T5 dagger 1H weapon [Ego] Nature Power 149% Range: 1.3x Uses 50% Dex, 50% Mag, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +20 nature Sharp, short and deadly. |
elemental voratun steamsaw (147% power, 0 apr)3.0 T5 steamsaw 1H weapon Reqs Str 48 [Ego+] Arcane/Steamtech Power 147% Range: 1.5x Uses 50% Mag, 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +100 On Hit: * Create an explosion dealing 90 fire damage (1/turn) Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +20% fire Res.pen +25% fire ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Eldoral Last Resort4.0 T3 sling 1H weapon [Unique] Master Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 118% Range +10 On Hit.r1 +0 20% chance of physical repulsion While equipped: Stats +3 Cun +4 Dex dps ---------- Dmg.mod +15% physical ---------- misc Cooldown Swift Shot -1 Hurricane Shot -2 When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don't consume ammo for 5 turns. 30 turns cd. A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
enhanced reinforced leather sling of true flight4.0 T4 sling 1H weapon [Ego++] Nature/Master Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +8 Str +7 Dex +7 Mag +4 Wil +9 Cun +8 Con dps ---------- Phys.crit +11.0% Acc +8 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
drakeskin leather sling 'Glacierkill'4.0 T5 sling 1H weapon [Random Unique] Arcane/Master Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +21 lightning +20 fire While equipped: dps ---------- Dmg.mod +20% lightning +22% fire Res.pen +5% acid +15% cold +15% all Acc +19 (+5 eff.) Apr +13 Melee Ret 4 light 4 cold ----- def ----- Resists +21% acid Slings are used to hurl stones or metal shots at your foes. |
blazebringer's voratun steamgun of tinkering (+5)4.0 T5 steamgun 1H weapon [Ego+] Nature/Master/Steamtech Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% On Crit.r2 +52 fire Uses 2.0 Steam While equipped: Stats +5 Cun dps ---------- Steampwr +8 (+3 eff.) All.spd +8% Res.pen +14% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
penetrating voratun steamgun of recursion4.0 T5 steamgun 1H weapon [Ego++] Arcane/Steamtech Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% On Hit: 10% Shoot 1 Uses 2.0 Steam While equipped: dps ---------- Res.pen +8% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
quiver of elven-wood arrows 'Mayylratha' (22/22, 153% power, 14 apr)3.0 T4 arrow ammo [Rare] Master Power 154% Range: 1.4x Uses 50% Str, 50% Mag, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +32 Apr +14 Crit +2.5% Capacity 22 Ranged+ +20 acid +20 blight On Hit.r1 +20 acid On Crit.r2 +20 acid On Hit: * 20% chance to reduce strength, dexterity, and constitution by 26 Arrows are used with bows to pierce your foes to death. |
Deepsreeve the quiver of dragonbone arrows (21/21, 168% power, 18 apr)3.0 T5 arrow ammo [Rare] Nature Power 169% Range: 1.4x Uses 50% Str, 50% Mag, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 21 Ranged+ +29 nature +20 darkness On Hit.r1 +20 darkness +20 lightning On Crit.r2 +20 darkness +20 lightning Arrows are used with bows to pierce your foes to death. |
Scattermind (20/20, 115% power, 7 apr)3.0 T3 shot ammo [Unique] Nature/Psionic Power 115% Range: 1.2x Uses 60% Dex, 50% Mag, 60% Cun Dmg Mind Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +7 Crit +3.0% Capacity 20 On Crit: * strike the target with one of Mind Sear, Psychic Lobotomy, or Sunder Mind, at random. A linen pouch of jagged mindstar fragments, each radiating a palpable sense of confusion and pain. They must have made up an impressive whole originally, before some cretin turned it to bits. |
Spider's Fangs (20/20, 124% power, 8 apr)3.0 T4 shot ammo [Unique] Nature/Steamtech Power 124% Range: 1.2x Uses 70% Dex, 50% Mag, 50% Cun Dmg Nature Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Capacity 20 On Crit: * bursts into an cloud of spydric poison, pinning those inside (with a 10 turn cooldown) Ready to trigger! A dedicated technician seems to have built pockets of spider venom into these rounds. It's not clear how happy the spiders were about this. |
Wind Worn Shot (25/25, 148% power, 15 apr)3.0 T4 shot ammo [Unique] Nature Power 149% Range: 1.2x Uses 70% Dex, 50% Mag, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 Proj.spd +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
high-capacity pouch of voratun shots of grasping (52/53, 164% power, 6 apr)3.0 T5 shot ammo [Ego+] Nature/Master Power 164% Range: 1.2x Uses 70% Dex, 50% Mag, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 53 On Hit: * 20% chance to create vines that bind the target to the ground dealing 150 nature damage and pinning them for 3 turns While equipped: ---------- misc Reload +3 Shots are used with slings to pummel your foes to death. |
plaguebringer's pouch of voratun shots (21/21, 165% power, 6 apr)3.0 T5 shot ammo [Ego+] Arcane Power 166% Range: 1.2x Uses 70% Dex, 50% Mag, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 21 Ranged+ +18 blight On Hit: 20% Epidemic 5 On Hit: * 20% chance to reduce strength, dexterity, and constitution by 26 Shots are used with slings to pummel your foes to death. |
plaguebringer's pouch of voratun shots of torment (13/19, 164% power, 6 apr)3.0 T5 shot ammo [Ego++] Arcane/Psionic Power 164% Range: 1.2x Uses 70% Dex, 50% Mag, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 19 Ranged+ +12 blight On Hit: 20% Epidemic 5 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 26 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of voratun shots of accuracy (20/20, 164% power, 6 apr)3.0 T5 shot ammo [Ego+] Master/Psionic Power 164% Range: 1.2x Uses 70% Dex, 50% Mag, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Acc +16 Apr +6 Crit +7.0% Capacity 20 Ranged+ +5 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 150 physical damage Shots are used with slings to pummel your foes to death. |
Gylle the voratun shield (0 def, 10 armour, 182% power, 203 block)7.0 T5 shield armor Reqs Shield usage training [Random Unique] Master/Psionic When used to Attack: Power 182% Range: 1.2x Uses 50% Mag, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +203 While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +3% mind On shield block: * Cause enemies within radius 6 to bleed for 284 physical damage over 5 turns (1/turn) On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Armour +10 Fatigue +8% Resists +15% mind +28% fire Crit.dmg- 15.00% ---------- misc Max.hate +6.00 Talents +1 Block Handheld deflection devices. |
Temporal Rift (8 def, 4 armour, 161% power, 325 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 162% Range: 1.2x Uses 70% Mag, 100% Str Dmg Temporal Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +325 On Hit: 25% Turn Back the Clock 3 While equipped: dps ---------- Spell.pwr +12 (+4 eff.) ----- def ----- Armour +4 Defense +8 (+2 eff.) Rng.Def +10 (+2 eff.) Resists +30% temporal Dmg.red +20 all Spell.save +20 (+6 eff.) Proj.slow +50% ---------- misc Talents +1 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
dreamer's silk robe of power (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.pwr +12 (+4 eff.) Dmg.mod +13% all ----- def ----- Resists +17% darkness +15% mind +13% all Phys.save +15 (+4 eff.) Spell.save +14 (+4 eff.) Mind.save +30 (+7 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+3 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+3 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
rejuvenating drakeskin leather armour of command (30 def, 13 armour)9.0 T5 light armor [Ego+] Nature/Psionic While equipped: Stats +4 Cun ----- def ----- Armour +13 Defense +30 (+6 eff.) Fatigue +8% Mind.save +18 (+4 eff.) HP.reg +3.60 ---------- misc Stam/turn +1.20 A suit of armour made of leather. |
Quenchtreason the stralite mail armour (4 def, 24 armour)14.0 T4 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Dex +4 Wil dps ---------- Mind.pwr +15 (+6 eff.) Dmg.mod +18% cold ----- def ----- Armour +24 Defense +4 (+1 eff.) Fatigue +12% ---------- misc Max.psi +50.00 Light +3 A suit of armour made of mail. |
rough leather belt 'Bokedir'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +3% acid ----- def ----- Max.HP +100.00 HP.reg +0.70 Heal.mod +12% ---------- misc Equi/ret +0.16 Max.hate +2.00 A belt that goes around your waist. |
Eremachik the hardened leather belt1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +9 Str +5 Dex +5 Cun +8 Con +7 Lck dps ---------- Phys.pwr +8 (+2 eff.) Spell.pwr +15 (+5 eff.) ----- def ----- Resists +8% acid +8% fire +8% lightning +7% cold Phys.save +9 (+3 eff.) Stealth +9 ---------- misc T.Disarm +12 Max.vim +30.00 Infravis +5 See.Invis +6 Size +1 A belt that goes around your waist. |
Manistir the hardened leather belt1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Res.pen +10% temporal Melee Ret 4 temporal ----- def ----- Armour +27 Defense +10 (+2 eff.) Resists +9% mind Spell.save +18 (+6 eff.) HP.reg +4.00 Create a temporary shield that absorbs 233 damage Puts all charms on 22 cooldown A belt that goes around your waist. |
wyrmwaxed cashmere cloak of mindcraft (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Nature/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +6% ----- def ----- Defense +2 (+1 eff.) Resists +7% acid +8% fire +8% lightning +7% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Daggers (10 def, 0 armour)2.0 T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Has a 50% chance each turn to slash an adjacent enemy for 314 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
Alemadehell the Radianceumbra (30 def, 0 armour)2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +3% blight Res.pen +5% light +5% blight Melee Ret 2 light ----- def ----- Defense +30 (+6 eff.) Resists +9% blight +9% light Phys.save +42 (+11 eff.) Mind.save +13 (+3 eff.) Die.at -50.00 life ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
battlemaster's elven-silk cloak of the voidstalker (3 def, 0 armour)2.0 T5 cloak armor [Ego++] Arcane/Master While equipped: Stats +1 Str +5 Dex +4 Con ----- def ----- Defense +3 (+1 eff.) Resists +22% darkness +19% temporal Spell.save +10 (+3 eff.) Def/telep +24 Res/telep +13% Dur/telep +24% ---------- misc Stam/turn +1.40 Masteries +0.30 Technique/Combat training Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 8 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Galodendil' (34 def, 10 armour)2.0 T5 cloak armor [Rare] Arcane While equipped: Stats +7 Str +6 Mag +5 Wil dps ---------- Phys.crit +3.0% Spell.crit +7% Melee Ret 8 physical ----- def ----- Armour +10 Defense +34 (+7 eff.) Resists +3% physical Die.at -82.75 life ---------- misc Max.stam +31.03 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Salymilessra the pair of rough leather boots (5 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Phys.pwr +15 (+4 eff.) Acc +5 (+1 eff.) ----- def ----- Armour +1 Defense +5 (+1 eff.) Resists +6% fire +6% cold Die.at -40.00 life ---------- misc Stam/turn +3.00 A pair of boots made of leather. |
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 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 15 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Xerama the Firerage (25 def, 3 armour)2.0 T3 feet armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Dmg.mod +3% fire Melee Ret 2 fire On Hit (Melee): * 20% chance to reduce armor by 36% ----- def ----- Armour +3 Defense +25 (+5 eff.) Resists +6% light +3% darkness Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Silence- +20% A pair of boots made of leather. |
pair of hardened leather boots 'Tovon' (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Master While equipped: Stats +4 Str +8 Dex +1 Mag +2 Wil +3 Cun +5 Lck ----- def ----- Armour +3 Resists +7% fire +5% cold Spell.save +9 (+3 eff.) Stealth +8 ---------- misc Mana/turn +0.12 Max.vim +10.00 Disengage: Puts all charms on 11 cooldown Level 2.6 Pwr.cost 11 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Shoes of Moving Quickly (10 def, 12 armour)2.0 T4 feet armor [Unique] Steamtech While equipped: Stats +8 Cun +8 Dex dps ---------- Steampwr +5 (+2 eff.) ----- def ----- Armour +12 Defense +10 (+2 eff.) Fatigue +3% Pinning- +100% Knockbk- -100% You move 3 spaces at once. Accurately? Less so. |
wanderer's pair of drakeskin leather boots of rushing (0 def, 5 armour)2.0 T5 feet armor [Ego++] Master While equipped: Stats +3 Str +5 Cun +9 Con ----- def ----- Armour +5 Phys.save +20 (+5 eff.) Mind.save +16 (+4 eff.) Rush: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 25/25. Range 8 Travel.spd 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. |
Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Unbreakable Greaves (8 def, 20 armour)3.0 T5 feet armor Reqs Heavy armour training [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 (+2 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Dairihad the drakeskin leather gloves (15 def, 10 armour)1.0 T4 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Cun +6 Dex dps ---------- Melee+ 13 physical Dmg.mod +8% physical Acc +8 (+2 eff.) Apr +15 ----- def ----- Armour +10 Defense +15 (+3 eff.) Crit.dmg- 5.00% Max.HP +60.00 HP.reg +9.00 Pinning- +20% ---------- misc Stam/turn +0.80 Max.stam +37.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 20/20. Range 10 Travel.spd 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. |
Glaretide the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: ----- def ----- Armour +2 Fatigue +3% Resists +9% blight +9% cold Crit.dmg- 15.00% Phys.save +9 (+3 eff.) Max.HP +60.00 HP.reg +5.00 ---------- misc Stam/turn +1.40 Max.stam +22.00 Light +3 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. |
drakeskin leather hat 'Dazzleguile' (0 def, 5 armour)2.0 T5 head armor [Rare] Master While equipped: Stats +5 Str +6 Con dps ---------- Res.pen +25% light On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 26 ----- def ----- Armour +5 Fatigue +5% Resists +9% acid +20% light +15% blight Phys.save +15 (+4 eff.) Mind.save +15 (+4 eff.) Battle Cry: Puts all charms on 21 cooldown Level 2.0 Pwr.cost 21 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
elven-silk wizard hat 'Polyssra' (3 def, 0 armour)2.0 T5 head armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +6 Cun +12 Wil dps ---------- Crit.mult +15.00% Mind.pwr +6 (+3 eff.) Dmg.mod +18% acid +15% temporal +15% light +10% physical +11% darkness ----- def ----- Defense +3 (+1 eff.) Resists +27% acid ---------- misc Psi/ret +0.12 Max.psi +10.00 A pointy cloth hat, very wizardly... |
mindwoven elven-silk wizard hat of light (+19%) (3 def, 0 armour)2.0 T5 head armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +4 (+2 eff.) Dmg.mod +13% light ----- def ----- Defense +3 (+1 eff.) Resists +19% light ---------- misc Psi/turn +0.30 A pointy cloth hat, very wizardly... |
Eye of the Forest (8 def, 0 armour)2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+2 eff.) Mind.save +12 (+3 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 26 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Heyaldir the Brightpyre (2 def, 0 armour)2.0 T3 head armor [Random Unique] Arcane While equipped: Stats +13 Mag +10 Wil +0 Cun +4 Con dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +9% lightning +11% arcane +9% light ----- def ----- Defense +2 (+1 eff.) Resists +9% light ---------- misc Light +2 Arcane Eye: (Instant) Puts all charms on 8 cooldown Level 5.0 Pwr.cost 8 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Brass Goggles (10 def, 0 armour)2.0 T4 head armor [Unique] Master While equipped: Stats +20 Cun dps ---------- Steam.crit +5% Steampwr +5 (+2 eff.) Acc +20 (+5 eff.) Apr +15 ----- def ----- Defense +10 (+2 eff.) Resists +20% fire Blind- +100% ---------- misc Infravis +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
Infused Cerebrum (8 def, 0 armour)2.0 T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun dps ---------- Spell.pwr +12 (+4 eff.) Mind.pwr +12 (+5 eff.) ----- def ----- Defense +8 (+2 eff.) Fear- -60% Assault the mind of a foe to utterly dominate it. Uses 72 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
drakeskin leather cap of constitution (+6) (0 def, 5 armour)2.0 T5 head armor [Ego] Master While equipped: Stats +6 Con ----- def ----- Armour +5 Fatigue +5% A cap made of leather. |
insulating drakeskin leather cap of constitution (+4) (0 def, 5 armour)2.0 T5 head armor [Ego] Master While equipped: Stats +4 Con ----- def ----- Armour +5 Fatigue +5% Resists +15% fire +10% cold A cap made of leather. |
Balatar the Smolderguile (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +11 Str +15 Dex +0 Cun +6 Con dps ---------- Res.pen +10% mind ----- def ----- Armour +5 Fatigue +5% Resists +23% mind +3% fire Phys.save +14 (+4 eff.) Mind.save +41 (+10 eff.) Confus- +45% Battle Cry: Puts all charms on 21 cooldown Level 2.0 Pwr.cost 21 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. |
Steam Powered Helm (3 def, 12 armour)3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
voratun helm 'Mayotta' (6 def, 13 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +6 Str +5 Dex +7 Wil dps ---------- Crit.mult +15.00% Phys.pwr +10 (+2 eff.) Melee Ret 6 physical ----- def ----- Armour +13 Defense +6 (+1 eff.) Fatigue +5% Resists +25% cold +11% physical +6% all Phys.save +24 (+6 eff.) ---------- misc Max.stam +30.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
5 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 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. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 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. |
3 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 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. |
6 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. |
5 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. |
10 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Telos's Staff Crystal0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Resonating Diamond0.0 T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
970 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. |
Bokulach the Greenwitch1.0 T3 lite [Rare] Master While equipped: Stats +2 Dex +5 Mag dps ---------- Dmg.mod +12% mind Res.pen +8% all Apr +9 On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Crit.dmg- 15.00% ---------- misc Light +8 Infravis +3 See.Invis +18 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Flashpain'1.0 T3 lite [Random Unique] Master/Psionic While equipped: Stats +5 Wil dps ---------- Dmg.mod +8% mind Res.pen +5% light +10% all Apr +10 On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 26 ----- def ----- Resists +9% light ---------- misc Light +13 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
voratun deflection field0.0 T5 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Defense +10 (+2 eff.) Proj.slow +25% Tinkers can be attached to normal items to improve them with steam power! |
potent air recycler0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
great air recycler0.0 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +40% Returns 4 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
perfect acid groove0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
perfect thunderclap coating0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 66% Range: 1.1x Uses 50% Mag Dmg Physical On Hit.r1 +90 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 36] amazing fiery salve [power 36]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 172% efficiency and 65% cooldown modifier. Remove 3 magical effects and grants a fiery aura (36% fire, light and lightning affinity) Puts Talent Medical Injector on 18 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 172% efficiency and 65% cooldown modifier. Remove 3 physical effects and grants a frost aura (36% cold, darkness and nature affinity) Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 524] amazing healing salve [power 524]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 172% efficiency and 65% cooldown modifier. Heal 524 Puts Talent Medical Injector on 11 cooldown Medical salve. |
amazing pain suppressor salve [power 459] amazing pain suppressor salve [power 459]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 172% efficiency and 65% cooldown modifier. Let you fight up to -459 life and reduces all damage by 25% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 8 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 172% efficiency and 65% cooldown modifier. Remove 3 mental effects and grants a water aura (36% blight, mind and acid affinity). Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Urthirath (dig speed 16 turns)3.0 T3 digger tool [Rare] Psionic While equipped: Stats +7 Str +7 Cun +3 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% mind +10% fire ----- def ----- Defense +20 (+4 eff.) Resists +4% physical Mind.save +9 (+2 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (dig speed 12 turns)3.0 T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Earthquake: Level 4.0 Pwr.cost 22 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 92.54 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+2 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 15 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 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 8 power out of 22/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 22 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 145 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. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 556.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 18 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
voratun torque of gale force 'Blazeprophet' [power 435] (11 cooldown)2.0 T5 torque charm [Random Unique] Psionic While equipped: Stats +3 Wil dps ---------- Mind.pwr +20 (+7 eff.) Dmg.mod +6% lightning +6% mind ----- def ----- Resists +6% lightning ---------- misc Equi/ret +0.20 Project a gust of wind in a cone knocking all creatures back 13 spaces and dealing 809 physical damage Puts all charms on 11 cooldown 100% to increase the duration of 3 beneficial effects by 3. 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Cleansemark [power 278] (11 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% nature Res.pen +10% nature ----- def ----- Resists +9% darkness +5% arcane +12% light Crit.dmg- 10.00% Poison- +20% Confus- +20% Sting an enemy dealing 278 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 11 cooldown 100% to reduce fatigue by 44% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
evasive elven-wood totem of summon tentacle [power 295] (18 cooldown)2.0 T4 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 11 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 698 Base Damage: 339 Armor: 29 All Resist: 28 Puts all charms on 18 cooldown 100% to gain a 25% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
dragonbone wand of conjuration 'Neryna' [power 430] (11 cooldown)2.0 T5 wand charm [Random Unique] Arcane While equipped: Stats +2 Dex dps ---------- Phys.pwr +20 (+5 eff.) Phasing +31% Melee Ret 2 arcane ----- def ----- Armour +4 Phys.save +3 (+1 eff.) ---------- misc Wards +5 lightning +5 fire +5 arcane +4 darkness Talents +1 Ward Fire a magical bolt dealing 675 lightning damage Puts all charms on 11 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. 100% to gain a 40% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Dwaski the Dwarf Skirmisher level 37
19th Shortage 122nd year of Ascendancy at 07:07 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Dwaski the Dwarf Skirmisher level 36
17th Shortage 122nd year of Ascendancy at 08:56 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Dwaski the Dwarf Skirmisher level 45
5th Gold 123rd year of Ascendancy at 16:30 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Dwaski the Dwarf Skirmisher level 42
39th Steel 123rd year of Ascendancy at 09:06 see stats
Catch that Plumpkin! (Insane (Adventure) difficulty)
Finish the Plumpkin event.By Dwaski the Dwarf Skirmisher level 39
24th Steel 123rd year of Ascendancy at 11:19 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Dwaski the Dwarf Skirmisher level 9
27th Voratun 122nd year of Ascendancy at 08:50 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Dwaski the Dwarf Skirmisher level 41
35th Steel 123rd year of Ascendancy at 05:33 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Dwaski the Dwarf Skirmisher level 35
14th Shortage 122nd year of Ascendancy at 05:44 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Dwaski the Dwarf Skirmisher level 22
23rd Wealth 122nd year of Ascendancy at 08:44 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Dwaski the Dwarf Skirmisher level 37
1st Iron 123rd year of Ascendancy at 01:09 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Dwaski the Dwarf Skirmisher level 21
22nd Wealth 122nd year of Ascendancy at 05:55 see stats
Guiding Hand (Insane (Adventure) difficulty)
Saved all escorted adventurers.By Dwaski the Dwarf Skirmisher level 40
31st Steel 123rd year of Ascendancy at 22:52 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Dwaski the Dwarf Skirmisher level 39
22nd Steel 123rd year of Ascendancy at 07:45 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Dwaski the Dwarf Skirmisher level 10
2nd Profit 122nd year of Ascendancy at 15:55 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Dwaski the Dwarf Skirmisher level 20
3rd Wealth 122nd year of Ascendancy at 18:51 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Dwaski the Dwarf Skirmisher level 30
22nd Loss 122nd year of Ascendancy at 01:48 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Dwaski the Dwarf Skirmisher level 40
31st Steel 123rd year of Ascendancy at 15:33 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Dwaski the Dwarf Skirmisher level 50
17th Voratun 123rd year of Ascendancy at 05:58 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Dwaski the Dwarf Skirmisher level 23
30th Wealth 122nd year of Ascendancy at 05:25 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Dwaski the Dwarf Skirmisher level 50
28th Voratun 123rd year of Ascendancy at 05:04 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Dwaski the Dwarf Skirmisher level 45
11st Gold 123rd year of Ascendancy at 20:11 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Dwaski the Dwarf Skirmisher level 32
5th Shortage 122nd year of Ascendancy at 22:56 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Dwaski the Dwarf Skirmisher level 42
36th Steel 123rd year of Ascendancy at 07:13 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Dwaski the Dwarf Skirmisher level 6
18th Voratun 122nd year of Ascendancy at 20:32 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Dwaski the Dwarf Skirmisher level 9
1st Profit 122nd year of Ascendancy at 15:35 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Dwaski the Dwarf Skirmisher level 14
12nd Profit 122nd year of Ascendancy at 02:10 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Dwaski the Dwarf Skirmisher level 50
26th Voratun 123rd year of Ascendancy at 03:31 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Dwaski the Dwarf Skirmisher level 46
20th Gold 123rd year of Ascendancy at 00:52 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Dwaski the Dwarf Skirmisher level 25
37th Dearth 122nd year of Ascendancy at 14:47 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Dwaski the Dwarf Skirmisher level 19
39th Profit 122nd year of Ascendancy at 10:06 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Dwaski the Dwarf Skirmisher level 36
16th Shortage 122nd year of Ascendancy at 19:54 see stats
Log
--------------------------------
Talent Swift Shot is ready to use.
Burning from Fyrk, Faeros High Guard hits Dwaski for (31 flat reduction), 3 fire (3 total damage).
--------------------------------
Dwaski stops burning.
--------------------------------
You pickup 0.65 gold pieces.
Dwaski picks up (9.): infernal dragonbone starstaff of warding (136% power, 6 apr, darkness element).
Dwaski picks up ( .): fire opal.
Dwaski picks up ( .): manaburning voratun dagger of erosion (144% power, 9 apr).
Dwaski picks up ( .): insulating drakeskin leather cap of constitution (+4) (0 def, 5 armour).
Dwaski picks up ( .): plaguebringer's pouch of voratun shots (21/21, 165% power, 6 apr).
Dwaski picks up ( .): mindwoven elven-silk wizard hat of light (+19%) (3 def, 0 armour).
Dwaski picks up ( .): wyrmwaxed cashmere cloak of mindcraft (2 def, 0 armour).
Dwaski picks up ( .): Skin of Many (12 def, 6 armour).
Dwaski picks up ( .): blazebringer's voratun steamgun of tinkering (+5).
Dwaski picks up ( .): penetrating voratun steamgun of recursion.
Lore found: Skin of Many
You can read all your collected lore in the game menu, by pressing Escape.
Talent Noggin Knocker is ready to use.
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There is a Unremarkable cave here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You enter the swirling portal and in the blink of an eye you are back to the far east.
Saving game...
Saving done.


















































































































































































