












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.
Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: 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: Low Health Popup 1.7.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official 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:
Enhanced Wield Replace 1.7.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Dwarf |
Class | Stone Warden |
Level / Exp | 32 / 12% |
Size | medium |
Lifes / Deaths | Killed by Rock Solid 3.0 at level 23 on the 36th Dearth 122nd year of Ascendancy at 16:22 / 2Killed by dreaming horror at level 32 on the 4th Iron 123rd year of Ascendancy at 06:24 |
Primary Stats
Strength | 55 (base 44) |
Dexterity | 13 (base 10) |
Constitution | 30 (base 10) |
Magic | 67 (base 47) |
Willpower | 63 (base 44) |
Cunning | 23 (base 10) |
Resources
Life | -169/1097 |
Mana | 486/551 |
Equilibrium | 30 |
Steam | 100/100 |
Healing Factor | 1.5292147729953 |
Regeneration | 37.083458245137 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 23.074207531484 |
See Invisible | 29.074207531484 |
Offense: Mainhand
Damage | 149 |
Accuracy | 40 |
Crit Chance | 12% |
APR | 19 |
Speed | 1.00 |
Offense: Offhand
Damage | 65 |
Accuracy | 40 |
Crit Chance | 11% |
APR | 19 |
Speed | 1.00 |
Offense: Spell
Spellpower | 42 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +3% |
Light | +12% |
Blight | +15% |
Arcane | +10% |
Fire | +3% |
All | 0% |
Offense: Damage Penetration
Acid | +10% |
Light | +30% |
Lightning | +10% |
Darkness | +5% |
Cold | +10% |
Mind | +5% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 72.551211628464 (93.607947236566%) |
Defense | 25 |
Ranged Defense | 30 |
Fatigue | 41 |
Physical Save | 61 |
Spell Save | 65 |
Mental Save | 56 |
Defense: Resistances
Acid | + 27%( 70%) |
Blight | + 14%( 70%) |
Cold | + 41%( 70%) |
All | + 6%( 70%) |
Lightning | + 67%( 70%) |
Light | + 37%( 70%) |
Temporal | + 11%( 70%) |
Mind | + 17%( 70%) |
Fire | + 31%( 70%) |
Nature | + 11%( 70%) |
Defense: Immunities
Pinning Resistance | 60% |
Confusion Resistance | 35% |
Teleport Resistance | 100% |
Disarm Resistance | 100% |
Bleed Resistance | 10% |
Silence Resistance | 0% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 274 life over 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 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 92 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 Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 174 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
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 73 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. |
Class Talents
Wild-gift / Earthen vines | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Wild-gift / Dwarven nature | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Eldritch shield | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 3/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 2/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Strength by +5. | 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You 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. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed warg claw. * You've found the needed black mamba head. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed bloated horror heart. * You've found the needed minotaur nose. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | 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 | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +4 (+1 eff.) Dmg.mod +3% fire Apr +4 ----- def ----- Armour +3 Fatigue +2% Resists +3% acid +3% mind Phys.save +12 (+3 eff.) Max.HP +80.00 HP.reg +2.00 Pinning- +20% Stun/Frz- +20% Knockbk- +20% Teleport- +100% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +2 Str +4 Mag +1 Wil dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 25 ----- def ----- Resists +12% fire Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Heal.mod +11% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 1.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +8 Mag +8 Wil +11 Cun dps ---------- Spell.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +10% blight +10% arcane Res.pen +5% mind Melee Ret 10 vim draining blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 22 ----- def ----- Resists +3% mind Mind.save +12 (+4 eff.) ---------- misc Max.vim +25.00 See.Invis +3 Vimsense: Level 2.0 Pwr.cost 25 out of 45/45. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 10% and all saves by 17, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
On hands | ![]() 1.0 T1 hands armor [Rare] Master While equipped: Stats +2 Con dps ---------- Res.pen +5% nature +10% acid On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Armour +1 Resists +6% nature +21% cold Phys.save +12 (+3 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Disarm- +106% ---------- misc Talents +3 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Con dps ---------- Dmg.mod +3% lightning Res.pen +10% lightning +10% light ----- def ----- Resists +9% light Spell.save +12 (+3 eff.) Max.HP +121.00 HP.reg +22.00 Heal.mod +26% ---------- misc Max.stam +17.00 Light +2 Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Con dps ---------- Dmg.mod +12% light ----- def ----- Resists +16% acid +24% light +15% fire +16% cold +6% mind +12% lightning Phys.save +6 (+2 eff.) Spell.save +13 (+3 eff.) Cut- +10% Stun/Frz- +20% ---------- misc Max.stam +12.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex +4 Con dps ---------- Melee Ret 10 nature 4 lightning ----- def ----- Resists +23% lightning Stun/Frz- +30% Amulets make your neck look great! |
In main hand | ![]() 7.0 T3 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 48.0 - 57.6 Physical Uses 50% Mag, 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+10 eff.) Rng.Def +10 (+5 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Wil dps ---------- Res.pen +10% nature Melee Ret 10 acid On Hit (Melee): * 10% chance to slow global speed by 51% ----- def ----- Fatigue -12% Resists +6% lightning +6% temporal +3% acid ---------- misc Max.enc +30 See.Invis +3 A belt that goes around your waist. |
In off hand | ![]() 7.0 T3 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 32.5 - 39.0 Physical Uses 50% Mag, 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +78 Melee+ +8 acid On Crit.r2 +12 acid While equipped: dps ---------- Melee+ 20 lightning Res.pen +20% light Melee Ret 5 lightning On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Armour +6 Fatigue +8% Resists +9% blight ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Res.pen +5% darkness +10% cold Melee Ret 4 acid On Hit (Melee): * 20% chance to reduce armor by 32% * 20% chance to reduce damage dealt by 20% ----- def ----- Defense +1 (+1 eff.) Resists +24% lightning Stun/Frz- +40% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T3 massive armor Reqs Massive armour training [Unique] Arcane/Master While equipped: Stats +5 Mag +5 Con dps ---------- Melee Ret 40 physical ----- def ----- Armour +36 Defense +8 (+4 eff.) Fatigue +13% Phys.save +12 (+3 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+4 eff.) Silence- +0% Confus- +35% Pinning- +40% Stun/Frz- +5% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
Inventory
![]() 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 16% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 189 then cleanse 1 wound, poison, and disease effect. 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 |
![]() 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 increase movement speed by 656% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 302 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. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 292 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 288 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 250 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 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 physical effect and reduce all damage taken by 24% for 2 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. |
![]() 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 physical effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. 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. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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: 2 physical, 4 light, 3 blight, 3 cold, 3 mind, 4 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 118.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 21% all resistance, you move 37% faster, and you are invisible (power 22). Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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 338 damage for 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Res.pen +10% nature ----- def ----- Armour +2 Resists +9% acid Max.HP +23.00 Disarm- +23% Pinning- +21% Knockbk- +21% ---------- misc Max.stam +30.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Max.HP +21.00 Disarm- +20% Pinning- +21% Knockbk- +21% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Cun +5 Dex dps ---------- Dmg.mod +12% nature +3% darkness Acc +6 (+2 eff.) Melee Ret 2 arcane On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Resists +24% nature HP.reg +3.00 Stun/Frz- +23% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +7 Dex +7 Cun +4 Con dps ---------- Dmg.mod +9% fire +12% nature +15% cold Res.pen +5% fire Acc +10 (+4 eff.) On Hit (Melee): * 10% chance to slow global speed by 51% ----- def ----- Resists +6% fire +30% cold Spell.save +15 (+4 eff.) ---------- misc Max.stam +22.00 Rings make your fingers look great! |
![]() 5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% fire ---------- misc Talents +1 Command Staff On Spell Hit: 10% Manathrust 2 Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Ego++] Arcane Power 20.0 - 24.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +22 (+7 eff.) Dmg.mod +20% darkness ----- def ----- Resists +7% darkness +5% temporal Def/telep +8 Res/telep +8% Dur/telep +9% ---------- misc Mana/turn +0.18 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% fire Res.pen +10% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +19 (+6 eff.) S.pwr/crit +7 Dmg.mod +25% lightning ----- def ----- Armour +2 Hardiness +6% Phys.save +2 (+1 eff.) ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 8 cone, dealing 62.17 to 74.61 lightning damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.crit +4% Spell.pwr +17 (+6 eff.) Dmg.mod +25% darkness ---------- misc Max.mana +14.00 Talents +1 Command Staff On Spell Hit: 10% Drain 5 Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+4 eff.) Dmg.mod +25% blight Res.pen +12% blight ----- def ----- Resists +8% darkness +8% temporal Def/telep +12 Res/telep +15% Dur/telep +6% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 battleaxe 2H weapon [Ego+] Master Power 43.0 - 64.5 Physical Uses 50% Mag, 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Phys.pwr +12 (+3 eff.) Res.pen +10% physical ----- def ----- Disarm- +22% Massive two-handed battleaxes. |
![]() 5.0 T2 greatmaul 2H weapon [Ego++] Nature/Master Power 31.0 - 46.5 Physical Uses 50% Mag, 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Crit.r2 +16 acid +13 nature On Crit: * Wound the target dealing 263 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +7 (+1 eff.) Res.pen +12% acid +7% nature Apr +10 Massive two-handed mauls. |
![]() 5.0 T3 greatmaul 2H weapon [Ego++] Nature/Psionic Power 43.0 - 64.5 Physical Uses 50% Mag, 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit.r2 +41 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- All.spd +4% Res.pen +19% fire Massive two-handed mauls. |
![]() 3.0 T2 greatsword 2H weapon [Ego] Nature/Master Power 24.5 - 39.2 Physical Uses 50% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +7 nature While equipped: dps ---------- Acc +10 (+4 eff.) ----- def ----- Defense +9 (+5 eff.) Disarm- +41% Massive two-handed swords. |
![]() 3.0 T4 mace 1H weapon [Ego+] Arcane/Master Power 37.5 - 52.5 Physical Uses 50% Mag, 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit.r1 +6 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% Blunt and deadly. |
![]() 3.0 T3 waraxe 1H weapon [Normal] Power 20.5 - 28.7 Physical Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Ego++] Nature/Master Power 22.0 - 30.8 Physical Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +7 Str +5 Dex +7 Mag +3 Wil +5 Cun +6 Con dps ---------- Res.pen +6% all Acc +8 (+3 eff.) Apr +8 One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Ego] Nature/Psionic Power 31.5 - 44.1 Physical Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +9 mind +9 nature On Hit: * 12% chance to reduce all saves and defense by 25 While equipped: Stats +3 Cun +3 Wil One-handed war axes. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Nature/Master Power 11.0 - 14.3 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 nature While equipped: Stats +3 Con dps ---------- Phys.pwr +6 (+1 eff.) Res.pen +5% physical ----- def ----- Disarm- +12% Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 15.0 - 19.5 Physical Uses 50% Mag, 100% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 T3 dagger 1H weapon Reqs Cun 24 Dex 24 [Unique] Arcane The star shines alone in a moonless sky. Power 10.0 - 13.0 Light Uses 20% Dex, 50% Mag, 20% Str Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane/Nature Power 17.5 - 22.8 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +10 nature +5 cold Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego++] Master Power 20.0 - 26.0 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Res.pen +7% physical Acc +14 (+5 eff.) Apr +10 Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego] Arcane/Master Power 31.0 - 40.3 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +10 light Against +12% Undead While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +5 (+3 eff.) Disarm- +28% Sharp, short and deadly. |
![]() 3.0 T3 mindstar 1H weapon [Ego+] Nature Power 9.0 - 9.9 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 6 physical Dmg.mod +6% physical Res.pen +9% physical ----- def ----- Resists +8% physical ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon [Ego++] Nature/Psionic Power 13.5 - 14.9 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Melee+ 8 acid Dmg.mod +8% acid Res.pen +6% acid ----- def ----- Resists +5% acid +17% mind Mind.save +5 (+1 eff.) HP.reg +2.00 ---------- misc Psi/turn +0.50 Max.psi +10.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T2 steamsaw 1H weapon [Rare] Master/Steamtech Power 16.0 - 24.0 Phys.bleed Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +26 Uses 1.0 Steam While equipped: Stats +7 Dex +2 Con dps ---------- Phys.spd +10% Res.pen +25% light Acc +13 (+5 eff.) ----- def ----- Armour +9 Defense +9 (+5 eff.) Fatigue +6% Die.at -40.00 life Stun/Frz- +20% ---------- misc Talents +1 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! |
![]() 3.0 T2 steamsaw 1H weapon [Ego+] Nature/Master/Steamtech Power 14.0 - 21.0 Phys.bleed Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +24 Uses 1.0 Steam When used to Attack: Power 0.0 - 0.0 Physical Uses 50% Mag Melee+ +13 cold While equipped: Stats +2 Wil dps ---------- Acc +7 (+3 eff.) On shield block: * Deals 132 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +3 Defense +9 (+5 eff.) Fatigue +6% Resists +12% cold Disarm- +25% ---------- misc Talents +1 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! |
![]() 3.0 T3 steamsaw 1H weapon [Ego++] Nature/Psionic/Steamtech Power 20.5 - 30.8 Phys.bleed Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +42 Uses 1.0 Steam When used to Attack: Power 0.0 - 0.0 Physical Uses 50% Mag Melee+ +22 physical While equipped: Stats +8 Con +10 Wil ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +12% physical Shield.near.proj +46 Proj.slow +17% Max.HP +10.00 ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego] Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +5 Str +5 Dex dps ---------- Phys.pwr +12 (+3 eff.) Res.pen +11% physical Longbows are used to shoot arrows at your foes. |
![]() 4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Normal] Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T4 sling 1H weapon Reqs Dex 35 Shoot [Ego] Arcane/Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Ranged+ +15 fire While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +11% fire Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot [Ego+] Master/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +3 Str dps ---------- Phys.crit +8.0% Phys.pwr +7 (+1 eff.) Acc +7 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T3 arrow ammo Reqs Dex 24 [Ego] Master Power 36.0 - 50.4 Physical Uses 70% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Acc +18 Apr +10 Crit +2.0% Capacity 17 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T3 shot ammo Reqs Dex 24 [Rare] Arcane Power 31.5 - 37.8 Physical Uses 50% Cun, 50% Mag, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 21 Ranged+ +8 lightning +20 fire +11 cold On Hit.r1 +20 lightning +20 fire On Crit.r2 +20 fire Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo Reqs Dex 35 [Random Unique] Arcane Power 42.0 - 50.4 Physical Uses 50% Cun, 50% Mag, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 22 Ranged+ +20 blight +13 temporal On Hit.r1 +12 light +14 fire On Crit.r2 +20 light On Hit: * 10% chance to gain 10% of a turn (3/turn limit) * 25% chance for lightning to strike from the target to a second target dealing 73 damage Shots are used with slings to pummel your foes to death. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 28.5 - 39.9 Physical Uses 50% Mag, 150% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+5 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Ego+] Nature When used to Attack: Power 33.5 - 40.2 Physical Uses 50% Mag, 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +86 On Hit: * Deal physical damage equal to your armor (73) While equipped: ----- def ----- Armour +10 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Arcane/Master While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) ----- def ----- Armour +3 Defense +3 (+2 eff.) Resists +7% all Phys.save +16 (+4 eff.) Spell.save +16 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Arcane/Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +7% acid +8% physical +8% cold +6% nature +6% fire ----- def ----- Resists +11% acid +11% physical +10% fire +11% cold +7% all Poison- +22% Disease- +23% ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Rare] Nature While equipped: Stats +7 Cun ----- def ----- Resists +11% blight +9% all Crit.chn- 10.00% Max.HP +56.00 HP.reg +2.20 Heal.mod +15% ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Rare] Nature While equipped: ----- def ----- Resists +14% blight +18% acid +12% darkness +11% all Max.HP +120.00 HP.reg +6.90 Heal.mod +18% Confus- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego+] Nature/Psionic While equipped: Stats +5 Mag +4 Wil ----- def ----- Resists +9% blight +11% all Max.HP +48.00 HP.reg +1.60 Heal.mod +15% ---------- misc Mana/turn +0.10 Psi/turn +0.18 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T3 light armor [Rare] Master While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Resists +9% lightning +4% physical +6% darkness +9% blight +23% fire Mind.save +12 (+4 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego+] Arcane/Master While equipped: dps ---------- Phys.crit +5.0% Apr +8 ----- def ----- Armour +6 Defense +16 (+8 eff.) Fatigue +8% Resists +14% light +13% darkness ---------- misc Stam/turn +1.00 Second Wind: (Instant) Puts all charms on 35 cooldown Level 5.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 148 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +7 Str dps ---------- Melee+ 13 acid 10 fire Melee Ret 9 acid 8 fire ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +18% acid +16% fire +14% darkness +9% physical ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Random Unique] Arcane/Master While equipped: Stats +6 Str +5 Mag +6 Wil dps ---------- Phys.crit +6.0% Spell.crit +5% Mind.crit +5% Phys.pwr +18 (+4 eff.) Spell.pwr +14 (+5 eff.) Mind.pwr +14 (+5 eff.) ----- def ----- Armour +19 Fatigue +22% Resists +24% lightning +20% fire +9% blight A suit of armour made of metal plates. |
![]() 1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% lightning +15% mind Res.pen +20% mind ----- def ----- Resists +12% lightning +10% light +12% mind +5% arcane +11% darkness A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego] Nature/Disrupt While equipped: ----- def ----- Resists +10% acid +8% blight HP.reg +0.90 Heal.mod +19% A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego] Arcane While equipped: ----- def ----- Armour +7 Create a temporary shield that absorbs 227 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +4 Str +4 Dex +4 Cun +4 Con +7 Lck dps ---------- Phys.pwr +9 (+2 eff.) ----- def ----- Phys.save +6 (+2 eff.) Stealth +7 ---------- misc T.Disarm +10 Infravis +4 Size +1 A belt that goes around your waist. |
![]() 2.0 T3 feet armor [Random Unique] Master While equipped: Stats +3 Cun +2 Con dps ---------- Phys.pwr +5 (+1 eff.) Acc +20 (+7 eff.) Melee Ret 6 physical ----- def ----- Armour +5 Fatigue -7% Phys.save +23 (+6 eff.) Mind.save +19 (+5 eff.) ---------- misc Max.enc +20 Infravis +2 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego+] Master While equipped: ----- def ----- Armour +6 Defense +6 (+3 eff.) ---------- misc Infravis +2 Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 22% chance to evade melee and ranged attacks and 10 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Normal] While equipped: ----- def ----- Armour +3 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego+] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Silence- +20% Confus- +26% Stun/Frz- +23% A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +2 Con dps ---------- Dmg.mod +9% light Melee Ret 6 light On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Armour +3 Fatigue +2% Phys.save +11 (+3 eff.) Mind.save +11 (+3 eff.) ---------- misc Light +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +4 Fatigue +3% HP.reg +7.00 Heal.mod +13% ---------- misc Stam/turn +0.50 Max.stam +25.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Disrupt/Psionic While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +10% blight +16% darkness +10% arcane Affinity +11% nature Spell.save +8 (+2 eff.) HP.reg +4.00 ---------- misc Stam/turn +1.20 Max.stam +14.00 Masteries +0.20 Wild-gift/Antimagic 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. |
![]() 2.0 T3 head armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +2 (+1 eff.) Resists +24% lightning +7% temporal A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +6 Str +6 Mag +4 Cun +2 Con ----- def ----- Armour +3 Fatigue +3% Resists +15% darkness Spell.save +12 (+3 eff.) A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +12% blight ----- def ----- Defense +2 (+1 eff.) Resists +12% blight ---------- misc Psi/turn +0.17 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +3 Str +3 Dex +5 Wil +3 Cun dps ---------- Phys.pwr +8 (+2 eff.) Apr +5 ----- def ----- Armour +3 Fatigue +3% Resists +8% physical Phys.save +10 (+3 eff.) A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Ego+] Nature While equipped: Stats +3 Str +1 Dex +4 Cun +3 Con ----- def ----- Armour +3 Fatigue +3% A hat made of leather. Very stylish. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light +12% mind Res.pen +5% mind ----- def ----- Armour +1 Fatigue +1% Resists +12% light +8% cold ---------- misc Light +3 Breathe water A cap made of leather. |
![]() 2.0 T3 head armor [Ego+] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +5% acid +10% fire +6% lightning +8% cold ---------- misc Stam/ret +1.00 Equi/ret +1.30 A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Phys.pwr +20 (+5 eff.) Mind.pwr +4 (+2 eff.) Acc +30 (+10 eff.) ----- def ----- Armour +3 Fatigue +5% Die.at -80.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +11% light +3% cold +11% darkness +5% arcane HP.reg +4.00 Silence- +10% Confus- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 3.0 T3 head armor Reqs Heavy armour training Cun 25 [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +6 Defense +3 (+2 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +3 Cun dps ---------- Acc +5 (+2 eff.) On Melee Ret: * 11% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +9 Defense +12 (+6 eff.) Fatigue +4% Resists +3% all Phys.save +7 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.crit +3% Dmg.mod +10% blight +14% arcane ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(120 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 T3 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +7 (+2 eff.) ---------- misc Light +7 See.Stealth +14 See.Invis +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 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. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 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 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +3% temporal On Hit (Melee): * 20% chance to reduce armor by 32% Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to reduce 1 talent cooldowns by 2. 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +3% mind Res.pen +5% nature Melee Ret 2 mind ----- def ----- Resists +6% mind Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 322 Base Damage: 160 Armor: 1 All Resist: 2 Puts all charms on 25 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid +9% temporal Melee Ret 2 temporal ----- def ----- Resists +15% temporal Heal yourself and all friendly characters within 10 spaces for 266 Puts all charms on 15 cooldown 100% to heal for 62. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: ----- def ----- Armour +6 Resists +3% temporal +5% arcane +6% nature Stun/Frz- +20% Create a radius 3 storm for 5 turns. Each turn, creatures within take 22 lightning damage and will be dazed for 1 turn (113 total damage) Puts all charms on 15 cooldown 100% to increase all damage penetration by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T3 wand charm [Rare] Arcane While equipped: Stats +2 Dex dps ---------- Phys.pwr +10 (+2 eff.) Apr +9 ----- def ----- Resists +5% arcane Phys.save +6 (+2 eff.) Die.at -80.00 life ---------- misc Light +2 Create a radius 3 storm for 5 turns. Each turn, creatures within take 47 lightning damage and will be dazed for 1 turn (236 total damage) Puts all charms on 15 cooldown 100% to increase the duration of 3 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By Rock Solid 3.0 the Dwarf Stone Warden level 27
4th Shortage 122nd year of Ascendancy at 02:55 see stats
By Rock Solid 3.0 the Dwarf Stone Warden level 20
10th Dearth 122nd year of Ascendancy at 08:27 see stats
By Rock Solid 3.0 the Dwarf Stone Warden level 22
35th Dearth 122nd year of Ascendancy at 07:15 see stats
By Rock Solid 3.0 the Dwarf Stone Warden level 27
21st Shortage 122nd year of Ascendancy at 21:14 see stats
By Rock Solid 3.0 the Dwarf Stone Warden level 27
4th Shortage 122nd year of Ascendancy at 03:42 see stats
By Rock Solid 3.0 the Dwarf Stone Warden level 10
24th Profit 122nd year of Ascendancy at 02:57 see stats
By Rock Solid 3.0 the Dwarf Stone Warden level 20
27th Wealth 122nd year of Ascendancy at 18:01 see stats
By Rock Solid 3.0 the Dwarf Stone Warden level 30
25th Shortage 122nd year of Ascendancy at 15:47 see stats
By Rock Solid 3.0 the Dwarf Stone Warden level 24
3rd Loss 122nd year of Ascendancy at 00:05 see stats
By Rock Solid 3.0 the Dwarf Stone Warden level 25
29th Loss 122nd year of Ascendancy at 09:09 see stats
By Rock Solid 3.0 the Dwarf Stone Warden level 6
18th Voratun 122nd year of Ascendancy at 06:35 see stats
By Rock Solid 3.0 the Dwarf Stone Warden level 6
20th Profit 122nd year of Ascendancy at 08:35 see stats
By Rock Solid 3.0 the Dwarf Stone Warden level 27
4th Shortage 122nd year of Ascendancy at 02:55 see stats
By Rock Solid 3.0 the Dwarf Stone Warden level 15
2nd Wealth 122nd year of Ascendancy at 23:06 see stats
By Rock Solid 3.0 the Dwarf Stone Warden level 24
29th Loss 122nd year of Ascendancy at 02:55 see stats
By Rock Solid 3.0 the Dwarf Stone Warden level 17
15th Wealth 122nd year of Ascendancy at 08:17 see stats
By Rock Solid 3.0 the Dwarf Stone Warden level 23
36th Dearth 122nd year of Ascendancy at 16:23 see stats
Log
Stone Half (Rock Solid 3.0) has been put to sleep.
Dream seed uses Sleep.
Crystaline Half (Rock Solid 3.0) shrugs off Dream seed's 'Sleep'!
Rock Solid 3.0 resists Dream seed's 'Sleep'!
Dream seed has been put to sleep.
Dream seed uses Distortion Bolt.
Dream seed converts some damage to Psi!
Dream seed converts some damage to Psi!
Melee retaliation hits Dream seed for 3 to psi, 4 lightning, 4 to psi, 6 blight, 3 to psi, 5 nature, 5 to psi, 7 acid, 4 to psi, 6 blight, 13 to psi, 19 physical (78 total damage).
Bleeding from Crystaline Half (Rock Solid 3.0) hits Dream seed for 4 to psi, 6 physical (10 total damage).
Dream seed hits Crystaline Half (Rock Solid 3.0) for 3 mind damage.
Dream seed hits Stone Half (Rock Solid 3.0) for 3 mind, 2 mind, 3 healing (5 total damage) [3 healing].
--------------------------------
Rock Solid 3.0 uses Stone Walking.
Crystaline Half (Rock Solid 3.0) casts Earthen Missiles.
Dream seed converts some damage to Psi!
Dream seed's Distortion Bolt hits Dream seed for 26 to psi, 39 physical (65 total damage).
Crystaline Half (Rock Solid 3.0)'s Earthen Missiles hits Dream seed for 9 to psi, 13 physical, 1 to psi, 2 physical (25 total damage).
Crystaline Half (Rock Solid 3.0)'s Earthen Missiles hits Dream seed for 9 to psi, 13 physical, 1 to psi, 2 physical (25 total damage).
Dream seed hits Crystaline Half (Rock Solid 3.0) for 7 mind damage.
Crystaline Half (Rock Solid 3.0)'s Earthen Missiles killed Dream seed!
Dreaming horror's maelstrom pulls Stone Half (Rock Solid 3.0) in!
Dreaming horror's maelstrom pulls Crystaline Half (Rock Solid 3.0) in!
Dreaming horror's maelstrom pulls Rock Solid 3.0 in!
Dreaming horror's maelstrom hits Crystaline Half (Rock Solid 3.0) for 153 physical damage.
Dreaming horror's maelstrom hits Stone Half (Rock Solid 3.0) for 153 physical damage.
Dreaming horror's maelstrom hits Rock Solid 3.0 for 135 physical damage.
Rock Solid 3.0 the level 32 dwarf stone warden was eviscerated to death by a dreaming horror on level 2 of Dreadfell.
--------------------------------
Stone Half (Rock Solid 3.0) is no longer sleeping.