











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Gladiator 1.5.10Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. Possessor Bonus Class 1.7.0Donators/Buyers bonus! Arcanum Class Pack 1.6.6Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
ZOmnibus Addon Pack 1.7.0Combines 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: Stoic class 1.4.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 Comfortably Generous Levels 1.6.7Is Slightly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Orc |
| Class | Gladiator |
| Level / Exp | 28 / 69% |
| Size | big |
| Lifes / Deaths | Killed by Yvyth the gigantic corrosive tunneler at level 25 on the 33rd Revenge 124th year of Ascendancy at 15:11 / 2Killed by halfling pyremaster at level 28 on the 39th Revenge 124th year of Ascendancy at 13:13 |
Primary Stats
| Strength | 114 (base 46) |
| Dexterity | 45 (base 33) |
| Constitution | 40 (base 35) |
| Magic | 14 (base 10) |
| Willpower | 40 (base 21) |
| Cunning | 50 (base 36) |
Resources
| Life | -377/1008 |
| Stamina | 186/256 |
| Steam | 100/100 |
| Healing Factor | 1.3222297605396 |
| Regeneration | 0.3305574401349 |
Speed
| Mental | +2.9753977059954E-12% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 128 |
| Accuracy | 61 |
| Crit Chance | 27% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +5% |
| All | 0% |
Offense: Damage Penetration
| All | +15% |
Defense: Base
| Armour (hardiness) | 70.883307766991 (100%) |
| Defense | 43 |
| Ranged Defense | 47 |
| Fatigue | 0 |
| Physical Save | 65 |
| Spell Save | 33 |
| Mental Save | 42 |
Defense: Resistances
| Acid | + 34%( 70%) |
| Blight | + 31%( 70%) |
| Physical | + 30%( 70%) |
| Cold | + 21%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 31%( 70%) |
| Light | + 22%( 70%) |
| Mind | + 10%( 70%) |
| Darkness | + 28%( 70%) |
| Fire | + 31%( 70%) |
| Nature | + 29%( 70%) |
Defense: Immunities
| Stun Resistance | 0% |
| Disarm Resistance | 73% |
| Knockback Resistance | 100% |
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 21% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 480 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 136 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: 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: 3 physical, 4 cold, 4 nature, 5 temporal |
Class Talents
| Expertise / Combat | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Expertise / Swords | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Expertise / Maces | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Two-handed assault | 1.10 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Warcries | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Expertise / Axes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Arms Handling | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 2/5 |
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 2/5 |
| 4/5 |
| 2/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 4/5 |
| 5/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 3/5 |
| 4/5 |
| 5/5 |
| 3/5 |
| Technique / Conditioning | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Gladiator | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. | active |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | dreamer's pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +3 Cun +3 Wil ----- def ----- Armour +3 Fatigue +2% Phys.save +6 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | survivor's brass lantern2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+1 eff.) Heal.mod +10% ---------- 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 | stabilizing rough leather hat of knowledge (0 def, 1 armour)2.0 T1 head armor [Ego+] Master/Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.pwr +3 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Phys.save +11 (+3 eff.) A hat made of leather. Very stylish. |
| On hands | steady hardened leather gloves of dexterity (+4) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +4 Dex dps ---------- Acc +19 (+5 eff.) ----- def ----- Armour +2 Phys.save +5 (+1 eff.) Mind.save +5 (+2 eff.) Disarm- +33% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Blindblood of the Blightspawn [power 170] (15 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- On Melee Ret: * 23% chance to reduce strength, dexterity, and constitution by 8 * 27% chance to reduce damage dealt by 19% ----- def ----- Resists +9% acid +6% fire Phys.save +3 (+1 eff.) Silence- +20% Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 15 cooldown 100% to reduce fatigue by 27% for 2 turns. 100% to increase the duration of 2 beneficial effects by 2. 100% to gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | 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. |
| On fingers | warrior's copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +3 Str dps ---------- Acc +8 (+2 eff.) Apr +7 ----- def ----- Armour +6 Defense +8 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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! |
| Around neck | Isetta0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Cun +4 Dex ----- def ----- Resists +16% light +2% physical +16% darkness +3% nature Mind.save +3 (+1 eff.) Blind- +21% Amulets make your neck look great! |
| In main hand | Crooked Club (25-35 power, 4 apr)3.0 T2 mace 1H weapon [Unique] Master Power 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: dps ---------- Acc +12 (+3 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
| Around waist | Baluthel the hardened leather belt1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +5 Mag +5 Wil dps ---------- Phys.crit +5.0% Spell.crit +4% Crit.mult +5.00% Phys.pwr +4 (+1 eff.) ----- def ----- Armour +5 Resists +6% blight +6% lightning +3% mind +6% darkness Crit.dmg- 10.00% Create a temporary shield that absorbs 242 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
| In off hand | Titanic (20 def, 18 armour, 48-58 power, 320 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 48.0 - 57.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+7 eff.) Rng.Def +10 (+3 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
| Cloak | Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Defense +9 (+3 eff.) Resists +15% cold Phys.save +10 (+2 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Main armor | Scale Mail of Kroltar (10 def, 18 armour)14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+4 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 23.48 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Inventory
heroism infusion of the duelist (die at -289; dur 6; cd 29)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -289 life. The duration and life will increase by 1% for every 1% life you have lost (currently 686 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] 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 and reflecting at most 170 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
ethereal rune of the wizard (power 21; resist 26%; move 46%; dur 5; 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 become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 26% all resistance, you move 46% faster, and you are invisible (power 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. |
shielding rune (absorb 92; dur 5; cd 14)0.1 rune scroll [Normal] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing at most 92 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove0.1 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: Flash Powder0.1 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. |
2 schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 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. |
gold amulet of the eclipse0.1 T3 amulet jewelry [Ego+] Arcane While equipped: dps ---------- Melee+ 5 light 7 darkness Dmg.mod +10% light +7% darkness On Melee Ret: * 5% chance to reduce damage dealt by 19% * 7% chance to blind Amulets make your neck look great! |
Rimeseam0.1 T4 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +25% cold Melee Ret 6 arcane On Hit (Melee): * 20% chance to reduce armor by 18% ----- def ----- Resists +18% mind +18% cold Confus- +38% Amulets make your neck look great! |
Ragedig0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Dex +2 Wil dps ---------- Mind.crit +2% Crit.mult +5.00% Res.pen +25% blight Acc +10 (+2 eff.) ---------- misc Max.hate +6.00 Rings make your fingers look great! |
Elyba the stralite ring0.1 T4 ring jewelry [Rare] Master While equipped: Stats +17 Dex dps ---------- Spell.pwr +15 (+10 eff.) Res.pen +10% arcane Acc +14 (+3 eff.) ---------- misc Vim/s.crit +2.00 Infravis +2 Rings make your fingers look great! |
Eclipse (18-22 power, 4 apr, darkness element)5.0 T2 staff 2H weapon Reqs Mag 32 [Unique] Arcane Power 18.0 - 21.6 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+9 eff.) Dmg.mod +15% darkness +15% physical +15% light +15% temporal ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
ash vilestaff of invocation (15-18 power, 3 apr, blight element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% 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 +12 (+9 eff.) S.pwr/crit +6 Dmg.mod +15% blight ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 4 cone, dealing 26.89 to 32.27 blight damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
earthen ash starstaff of dawn (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Cun dps ---------- Spell.crit +2% Spell.pwr +6 (+6 eff.) Dmg.mod +15% darkness ----- def ----- Armour +4 Hardiness +3% Phys.save +4 (+1 eff.) ---------- misc Max.P.En +24.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel yew magestaff of fate (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Crit.mult +12.00% Spell.pwr +9 (+7 eff.) Dmg.mod +20% lightning ----- def ----- Phys.save +7 (+2 eff.) Spell.save +7 (+4 eff.) Mind.save +8 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff 'Samugas' (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Random Unique] Arcane/Nature/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Crit.mult +14.00% Spell.pwr +19 (+12 eff.) Dmg.mod +12% blight +20% fire Res.pen +15% arcane ----- def ----- Defense +10 (+4 eff.) ---------- misc Light +4 Talents +1 Command Staff On Spell Hit: 10% Earthen Missiles 3 Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 53.77 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
lifebinding elven-wood vilestaff of might (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane/Nature Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Spell.crit +15% Spell.pwr +19 (+12 eff.) Dmg.mod +25% fire ----- def ----- HP.reg +0.70 Heal.mod +14% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elemental dwarven-steel battleaxe (32-48 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Arcane Power 32.0 - 48.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit: * Create an explosion dealing 15 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +14% cold Res.pen +24% cold Massive two-handed battleaxes. |
truestriking dwarven-steel battleaxe (31-46 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Master Power 31.0 - 46.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical Acc +14 (+3 eff.) Apr +12 Massive two-handed battleaxes. |
truestriking dwarven-steel battleaxe of enduring (30-44 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego++] Nature/Master Power 29.5 - 44.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: Stats +12 Con +13 Wil dps ---------- Res.pen +7% physical Acc +7 (+2 eff.) Apr +12 ----- def ----- Max.HP +17.00 Massive two-handed battleaxes. |
dwarven-steel greatmaul 'Bleakmortal' (41-62 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Disrupt Power 41.0 - 61.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +20 darkness Against +16% Unnatural On Hit: * 20% chance to reduce armor by 18% While equipped: Stats +5 Wil dps ---------- Dmg.mod +15% acid Melee Ret 4 acid On Hit (Melee): * 20% chance to reduce damage dealt by 19% ----- def ----- Resists +12% acid Massive two-handed mauls. |
truestriking dwarven-steel greatsword (39-62 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Master Power 39.0 - 62.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical Acc +14 (+3 eff.) Apr +12 Massive two-handed swords. |
truestriking dwarven-steel greatsword of massacre (46-74 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Master Power 46.5 - 74.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +19 (+5 eff.) Apr +14 Massive two-handed swords. |
Sword of Potential Futures (28-39 power, 10 apr)3.0 T3 longsword 1H weapon Reqs Mag 24 [Unique] Arcane In the past there was a dagger with it. Power 28.0 - 39.2 Physical Uses 20% Mag, 80% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+5 eff.) Dmg.mod +5% temporal ----- def ----- Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
balanced dwarven-steel longsword of crippling (22-30 power, 4 apr)3.0 T3 longsword 1H weapon [Ego+] Master Power 21.5 - 30.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Acc +7 (+2 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +23% Sharp, long, and deadly. |
dwarven-steel longsword of corruption (24-34 power, 4 apr)3.0 T3 longsword 1H weapon [Ego+] Arcane Power 24.5 - 34.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: 20% Curse of Vulnerability 3 Sharp, long, and deadly. |
truestriking dwarven-steel longsword (20-29 power, 4 apr)3.0 T3 longsword 1H weapon [Ego+] Master Power 20.5 - 28.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +8% physical Acc +11 (+3 eff.) Apr +7 Sharp, long, and deadly. |
Brightvalor (20-28 power, 4 apr)3.0 T3 waraxe 1H weapon [Random Unique] Arcane/Master Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 temporal On Crit.r2 +8 light While equipped: dps ---------- Acc +15 (+4 eff.) On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 8 ----- def ----- Defense +17 (+6 eff.) Resists +9% light +8% temporal Disarm- +63% One-handed war axes. |
flaming dwarven-steel waraxe of rage (20-27 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Arcane/Master Power 19.5 - 27.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +8 fire While equipped: Stats +5 Str dps ---------- Dmg.mod +7% physical Acc +9 (+2 eff.) One-handed war axes. |
thought-forged dwarven-steel waraxe of daylight (18-24 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Arcane/Psionic Power 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +7 mind +12 light Against +10% Undead On Hit: * 13% chance to reduce all saves and defense by 23 While equipped: Stats +3 Cun +1 Wil One-handed war axes. |
warbringer's dwarven-steel waraxe of shearing (20-29 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego++] Master Power 20.5 - 28.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +7% all +7% physical Acc +8 (+2 eff.) Apr +8 ----- def ----- Disarm- +17% One-handed war axes. |
Spelldrinker (27-35 power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 45% Str, 5% Mag, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Singebliss (26-34 power, 9 apr)1.0 T4 dagger 1H weapon [Rare] Arcane Power 26.5 - 34.5 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit.r1 +10 fire On Crit.r2 +8 mind While equipped: dps ---------- Mind.crit +8% Mind.pwr +10 (+5 eff.) Res.pen +10% temporal ----- def ----- Resists +12% fire Mind.save +9 (+3 eff.) Sharp, short and deadly. |
creative thorny mindstar of sand (8-9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Cun dps ---------- Mind.crit +3% Crit.mult +14.00% Mind.pwr +6 (+3 eff.) Melee+ 6 physical Dmg.mod +8% physical Res.pen +6% physical ----- def ----- Resists +4% 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. |
inquisitor's thorny mindstar (10-10 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Disrupt Power 9.5 - 10.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Crit: * Deals 61 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ---------- 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. |
mitotic thorny mindstar of balance (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature Power 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +10.5% Atk.spd 100% On Hit: * 9% chance to slow global speed by 50% * 5% chance to reduce armor by 18% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ----- def ----- Phys.save +4 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +4 (+1 eff.) ---------- misc Equi/ret +1.10 Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 cooldown 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. |
Seeds of the Black Tree (17-19 power, 27 apr, darkness damage)3.0 T4 mindstar 1H weapon Reqs Mag 20 [Unique] Nature/Psionic/Unknown Power 17.0 - 18.7 Darkness Uses 40% Wil, 30% Mag Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Wil +6 Mag dps ---------- Spell.crit +12% Mind.crit +12% Spell.pwr +12 (+9 eff.) Mind.pwr +12 (+6 eff.) Dmg.mod +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
steel steamsaw 'Tularak' (14-21 power, 0 apr)3.0 T2 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Power 14.0 - 21.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 Uses 1.0 Steam When used to Attack: Block +52 On Hit: * 12% chance to reduce armor by 18% While equipped: Stats +6 Str +5 Dex +5 Mag +6 Wil +5 Cun +10 Con dps ---------- Melee+ 6 acid Melee Ret 3 acid ----- def ----- Armour +11 Defense +19 (+7 eff.) Fatigue +6% Resists +5% arcane Phys.save +6 (+1 eff.) Spell.save +3 (+2 eff.) Blind- +10% Confus- +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! |
Dawnvengeance the dwarven-steel steamsaw (24-35 power, 0 apr)3.0 T3 steamsaw 1H weapon [Random Unique] Nature/Disrupt/Steamtech Power 23.5 - 35.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +52 Melee+ +12 acid On Hit: * 9% chance to slow global speed by 50% Uses 1.0 Steam When used to Attack: Melee+ +11 nature While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce armor by 18% ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +13% nature +14% blight Max.HP +112.00 ---------- misc Light +3 Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
arcing dwarven-steel steamsaw (23-34 power, 0 apr)3.0 T3 steamsaw 1H weapon [Ego] Arcane/Steamtech Power 23.0 - 34.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +52 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% ---------- 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! |
balanced dwarven-steel steamsaw of erosion (20-31 power, 0 apr)3.0 T3 steamsaw 1H weapon [Ego] Nature/Master/Steamtech Power 20.5 - 30.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +49 Melee+ +8 nature Uses 1.0 Steam While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Armour +4 Defense +13 (+5 eff.) Fatigue +8% Disarm- +30% ---------- 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! |
dwarven-steel steamsaw of earthen fury (22-33 power, 0 apr)3.0 T3 steamsaw 1H weapon [Ego+] Nature/Steamtech Power 22.0 - 33.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +52 Uses 1.0 Steam When used to Attack: On Hit: * Deal physical damage equal to your armor (71) While equipped: ----- def ----- Armour +5 Defense +6 (+2 eff.) Fatigue +8% ---------- 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! |
dwarven-steel steamsaw of shrapnel (23-34 power, 0 apr)3.0 T3 steamsaw 1H weapon [Ego+] Master/Steamtech Power 23.0 - 34.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +53 Uses 1.0 Steam While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 260 physical damage over 5 turns (1/turn) ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% ---------- 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! |
hateful dwarven-steel steamsaw of cold resistance (+20%) (20-31 power, 0 apr)3.0 T3 steamsaw 1H weapon [Ego] Master/Psionic/Steamtech Power 20.5 - 30.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +54 Melee+ +9 darkness Against +8% Living Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +20% cold ---------- 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! |
Xuba4.0 T4 longbow 2H weapon Reqs Shoot [Random Unique] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Ranged+ +42 acid +8 lightning On Crit.r2 +4 temporal While equipped: dps ---------- Dmg.mod +33% acid +18% lightning Res.pen +10% temporal ----- def ----- Resists +15% temporal Longbows are used to shoot arrows at your foes. |
hardened leather sling of piercing4.0 T3 sling 1H weapon Reqs Shoot [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: dps ---------- Res.pen +8% all Acc +10 (+2 eff.) Apr +6 Slings are used to hurl stones or metal shots at your foes. |
strafer's dwarven-steel steamgun of fire4.0 T3 steamgun 1H weapon Reqs Shoot [Ego] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +13 fire Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +10% fire Acc +8 (+2 eff.) ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Flashmarrow the quiver of yew arrows (24/24, 34-48 power, 10 apr)3.0 T3 arrow ammo [Random Unique] Nature/Disrupt/Master Power 34.0 - 47.6 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Acc +12 Apr +10 Crit +2.0% Capacity 24 Ranged+ +20 lightning +16 light On Crit.r2 +12 lightning +12 light On Hit: * 10% chance to slow global speed by 50% On Crit: * Deals 61 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death. |
pouch of steel shots of accuracy (20/24, 22-27 power, 2 apr)3.0 T2 shot ammo [Ego] Master Power 22.5 - 27.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +7 Apr +2 Crit +4.5% Capacity 24 Shots are used with slings to pummel your foes to death. |
storming pouch of dwarven-steel shots of accuracy (17/17, 36-43 power, 3 apr)3.0 T3 shot ammo [Ego] Nature/Master Power 35.5 - 42.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +5 Apr +3 Crit +5.0% Capacity 17 Ranged+ +11 lightning On Crit.r2 +10 lightning Shots are used with slings to pummel your foes to death. |
barbed pouch of voratun shots of accuracy (3/22, 59-71 power, 6 apr)3.0 T5 shot ammo Reqs Dex 48 [Ego+] Master Power 59.0 - 70.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +13 Apr +6 Crit +17.0% Capacity 22 On Crit: * Wound the target dealing 260 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Skeletal Parry (10 def, 4 armour, 20-28 power, 40 block)7.0 T2 shield armor Reqs Shield usage training [Unique] Arcane A part of set. When used to Attack: Power 20.0 - 28.0 Phys.bleed Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 While equipped: dps ---------- Melee Ret 10 phys.bleed ----- def ----- Armour +4 Defense +10 (+4 eff.) Fatigue +6% ---------- misc Talents +2 Block Bone Armour: Level 2.0 Pwr.cost 30 out of 50/50. Range melee/personal Travel.spd instantaneous Description: Creates a shield of bones, absorbing 391 damage. Lasts for 10 turns. The total damage the shield can absorb increases with your Dexterity. A shield made from various sharpened bones. It feels icky. |
flaming steel shield of cold resistance (+17%) (0 def, 4 armour, 16-19 power, 42 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 16.0 - 19.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +42 On Hit.r1 +12 fire While equipped: dps ---------- Melee+ 6 fire Melee Ret 6 fire ----- def ----- Armour +4 Fatigue +8% Resists +17% cold ---------- misc Talents +1 Block Handheld deflection devices. |
Black Mesh (8 def, 2 armour, 40-48 power, 120 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 40.0 - 48.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +120 While equipped: Stats +5 Wil dps ---------- On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it ----- def ----- Armour +2 Defense +8 (+3 eff.) Rng.Def +8 (+2 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Rainrupture (0 def, 6 armour, 32-39 power, 90 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 32.5 - 39.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +90 Melee+ +16 arcane +12 cold While equipped: dps ---------- Dmg.mod +12% cold Res.pen +10% blight +20% cold Melee Ret 6 cold ----- def ----- Armour +6 Fatigue +8% Resists +12% cold +15% physical ---------- misc Talents +1 Block Handheld deflection devices. |
corrosive voratun shield of winter (0 def, 10 armour, 68-82 power, 194.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego++] Arcane/Nature When used to Attack: Power 68.0 - 81.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +194 Melee+ +13 acid +17 cold While equipped: Stats +1 Con +6 Wil dps ---------- On shield block: * Deals 121 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) On Melee Ret: * 11% chance to reduce armor by 18% ----- def ----- Armour +10 Fatigue +8% Resists +14% acid +12% cold ---------- misc Talents +1 Block Handheld deflection devices. |
serene linen robe of alchemy (10 def, 0 armour)2.0 T1 cloth armor [Ego+] Arcane/Master While equipped: Stats +2 Wil dps ---------- Dmg.mod +6% acid +8% physical +7% fire +7% cold ----- def ----- Defense +10 (+4 eff.) Resists +12% acid +11% physical +11% fire +11% cold +7% all Mind.save +8 (+3 eff.) ---------- misc Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven cashmere robe (7 def, 0 armour)2.0 T3 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +4 (+4 eff.) ----- def ----- Defense +7 (+3 eff.) Resists +11% all Spell.save +18 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken cashmere robe of power (7 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +16 (+11 eff.) Dmg.mod +9% temporal +10% arcane +9% all ----- def ----- Defense +7 (+3 eff.) Resists +11% all ---------- misc Max.mana +23.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken cashmere robe of time (+13%) (7 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: Stats +2 Mag +4 Wil dps ---------- Spell.crit +3% Spell.pwr +4 (+4 eff.) Dmg.mod +8% arcane +26% temporal ----- def ----- Defense +7 (+3 eff.) Resists +11% all +13% temporal ---------- misc Max.mana +60.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken silk robe (10 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.crit +3% Spell.pwr +5 (+5 eff.) Dmg.mod +13% arcane +11% temporal ----- def ----- Defense +10 (+4 eff.) Resists +13% all ---------- misc Max.mana +13.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Pressure-enhanced Slashproof Combat Suit (14 def, 12 armour)9.0 T3 light armor [Unique] Master/Steamtech While equipped: Stats +8 Dex ----- def ----- Armour +12 Defense +14 (+5 eff.) Crit.chn- 7% When you take a hit of more than 10% of your total life the suit's motors activate for the next turn, displacing you before any blow could hit you. A simple leather armour of excellent facture that has been craftily enhanced with hidden miniature steam engines to enhance reflexes and provide safety features. |
rejuvenating hardened leather armour of stability (9 def, 6 armour)9.0 T3 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +7% physical Phys.save +13 (+3 eff.) HP.reg +3.10 ---------- misc Stam/turn +0.80 A suit of armour made of leather. |
volcanic hardened leather armour (9 def, 12 armour)9.0 T3 light armor [Ego+] Nature While equipped: dps ---------- Melee+ 7 fire Ranged+ 7 fire ----- def ----- Armour +12 Defense +9 (+3 eff.) Fatigue +8% Resists +10% fire +16% physical A suit of armour made of leather. |
radiant steel mail armour of implacability (2 def, 11 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +2 Wil ----- def ----- Armour +11 Defense +2 (+1 eff.) Fatigue +8% Resists +12% blight +11% darkness Phys.save +7 (+2 eff.) ---------- misc Light +2 A suit of armour made of mail. |
steel mail armour 'Muckpiercer' (2 def, 12 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature While equipped: Stats +1 Wil ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +12% Resists +17% blight +5% cold +10% darkness +5% acid HP.reg +2.40 Poison- +10% ---------- misc Stam/turn +0.50 Light +2 Breathe water A suit of armour made of mail. |
dwarven-steel mail armour 'Emuyakira' (3 def, 16 armour)14.0 T3 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +6 Str dps ---------- Res.pen +10% mind ----- def ----- Armour +16 Defense +3 (+1 eff.) Fatigue +12% Resists +10% physical +12% darkness +6% light Phys.save +18 (+4 eff.) ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.2 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
dwarven-steel mail armour of temporal resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Arcane While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +20% temporal A suit of armour made of mail. |
prismatic dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Arcane While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +12% light +10% darkness A suit of armour made of mail. |
radiant dwarven-steel mail armour of fire resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +2 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +15% blight +17% fire +13% darkness ---------- misc Light +1 A suit of armour made of mail. |
cleansing stralite mail armour of Eyal (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +11% nature +17% blight Max.HP +20.00 HP.reg +4.00 Heal.mod +13% A suit of armour made of mail. |
rejuvenating stralite mail armour (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% HP.reg +4.50 ---------- misc Stam/turn +0.80 A suit of armour made of mail. |
cleansing dwarven-steel plate armour of fire resistance (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Ego] Disrupt/Master While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +12% blight +17% fire +10% nature A suit of armour made of metal plates. |
blurring hardened leather belt of transcendence1.0 T3 belt armor [Ego] Master/Psionic While equipped: dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Defense +8 (+3 eff.) Phys.save +9 (+2 eff.) Stealth +6 A belt that goes around your waist. |
pair of hardened leather boots 'Issoneg' (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Dmg.mod +3% temporal Res.pen +25% mind Melee Ret 4 temporal ----- def ----- Armour +3 Resists +5% lightning +8% fire +7% temporal +8% cold Silence- +29% Confus- +34% Stun/Frz- +27% A pair of boots made of leather. |
wanderer's pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego+] Master While equipped: Stats +3 Cun +3 Con ----- def ----- Armour +3 Phys.save +14 (+3 eff.) Mind.save +13 (+4 eff.) A pair of boots made of leather. |
miner's pair of dwarven-steel boots of tirelessness (0 def, 6 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +6 Fatigue +3% ---------- misc Stam/turn +0.60 Max.stam +21.00 Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +3% ---------- misc Stam/turn +0.50 Max.stam +18.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
cinder hardened leather gloves of strength (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +9 (+2 eff.) Melee+ 6 fire Dmg.mod +3% fire ----- def ----- Armour +2 Resists +6% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
corrosive hardened leather gloves of magic (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane/Nature While equipped: Stats +3 Mag dps ---------- Melee+ 8 acid Dmg.mod +5% arcane +3% acid ----- def ----- Armour +2 Resists +5% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady hardened leather gloves of the iron hand (0 def, 2 armour)1.0 T2 hands armor [Ego+] Master/Psionic While equipped: Stats +2 Str +4 Wil +2 Con dps ---------- Acc +6 (+1 eff.) ----- def ----- Armour +2 Phys.save +7 (+2 eff.) Mind.save +7 (+2 eff.) Disarm- +46% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Stralite Sand Shredder (0 def, 1 armour)1.0 T4 hands armor [Plot Item] Steamtech While equipped: ----- def ----- Armour +1 ---------- misc Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
cinder dwarven-steel gauntlets of archery (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +4 Cun +5 Dex dps ---------- Melee+ 7 fire Dmg.mod +5% fire Acc +5 (+1 eff.) Apr +7 ----- def ----- Armour +2 Fatigue +3% Resists +6% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal 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). Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +15 (+4 eff.) ----- def ----- Armour +2 Fatigue +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. |
Belikira the Tundradare (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str +1 Con dps ---------- Phys.crit +13.0% Spell.crit +13% Mind.crit +11% Crit.mult +10.00% Res.pen +25% cold ----- def ----- Armour +3 Fatigue +5% Resists +12% lightning +18% cold 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. |
stabilizing hardened leather hat of constitution (+2) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +3 Fatigue +3% Phys.save +13 (+3 eff.) A hat made of leather. Very stylish. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-3 eff.) Spell.pwr -10 (-10 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-3 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
cleansing dwarven-steel helm of strength (+4) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Disrupt/Master While equipped: Stats +4 Str ----- def ----- Armour +4 Fatigue +4% Resists +7% nature +6% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
nature's flint wardstone of the spellhunt nature's flint wardstone of the spellhunt1.0 T3 wardstone armor Reqs Mag 20 [Ego+] Nature/Disrupt While equipped: ----- def ----- Defense +6 (+2 eff.) Resists +7% blight +7% temporal +7% arcane Dmg.red +3 all Phys.save +12 (+3 eff.) Proj.slow +20% ---------- misc Wards +2 blight +1 temporal +1 arcane Talents +2 Ward Handheld warding devices |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 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. |
6 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
64 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. |
survivor's alchemist's lamp of health1.0 T3 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+1 eff.) Max.HP +55.00 Heal.mod +16% ---------- misc Light +4 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. |
powerful pain suppressor salve [power 179] powerful pain suppressor salve [power 179]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -179 life and reduces all damage by 18% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
Korbek's Spyglass2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+2 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 64% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Forbidden Tome: "The Illusory Castle"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
Across the Narrow Sea (Roguelike)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Garak Bloodfist the Orc Gladiator level 12
31st Retaking 124th year of Ascendancy at 03:53 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Garak Bloodfist the Orc Gladiator level 26
38th Revenge 124th year of Ascendancy at 18:13 see stats
Level 10 (Roguelike)
Got a character to level 10.By Garak Bloodfist the Orc Gladiator level 10
25th Retaking 124th year of Ascendancy at 14:59 see stats
Level 20 (Roguelike)
Got a character to level 20.By Garak Bloodfist the Orc Gladiator level 20
2nd Revenge 124th year of Ascendancy at 00:44 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Garak Bloodfist the Orc Gladiator level 24
31st Revenge 124th year of Ascendancy at 13:57 see stats
That was close (Roguelike)
Killed your target while having only 1 life left.By Garak Bloodfist the Orc Gladiator level 17
47th Retaking 124th year of Ascendancy at 06:50 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Garak Bloodfist the Orc Gladiator level 19
1st Revenge 124th year of Ascendancy at 15:37 see stats
Unstoppable (Roguelike)
Returned from the dead.By Garak Bloodfist the Orc Gladiator level 25
33rd Revenge 124th year of Ascendancy at 15:11 see stats
Log
Deep Wound from Poroda the sun paladin recruit hits Garak Bloodfist for (33 to prism), 0 physical (0 total damage).
Xerugabeth the sun-mage casts Time Prison.
Garak Bloodfist resists the time prison.
Bethemira the sunwall guard resists!
Gabreda the sunwall guard's aether beam hits Garak Bloodfist for 9 arcane damage.
Gabreda the sunwall guard's aether beam hits Bethemira the sunwall guard for 86 arcane damage.
Halfling pyremaster's Body of Fire hits Garak Bloodfist for 28 fire damage.
Sunwall vindicator casts Suncloak.
Sunwall vindicator is energized and protected by the Sun!
Bethemira the sunwall guard uses Rising Spiral.
Bethemira the sunwall guard misses Garak Bloodfist.
Halfling pyremaster is not silenced anymore.
Halfling pyremaster misses Garak Bloodfist.
Elyth the sunwall vindicator is not silenced anymore.
Gabreda the sunwall guard casts Channel Staff.
Golem (servant of Gabreda the sunwall guard)'s light is back.
Xerugabeth the sun-mage's light is back.
Golem (servant of Gabreda the sunwall guard) misses Garak Bloodfist.
Xerugabeth the sun-mage casts Searing Light.
Xerugabeth the sun-mage hits Garak Bloodfist for (14 ignored), 135 light (135 total damage).
Xerugabeth the sun-mage's light area effect hits Garak Bloodfist for (14 ignored), 60 light (60 total damage).
Sun-mage's light area effect hits Garak Bloodfist for (14 ignored), 48 light (48 total damage).
Elyth the sunwall vindicator casts Suncloak.
Elyth the sunwall vindicator is energized and protected by the Sun!
Sun-mage misses Garak Bloodfist.
Garak Bloodfist loses the rush.
Gabreda the sunwall guard's Channel Staff hits Garak Bloodfist for (14 ignored), 70 darkness (70 total damage).
Deep Wound from Poroda the sun paladin recruit hits Garak Bloodfist for (27 to prism), 0 physical (0 total damage).
Halfling pyremaster's Body of Fire hits Garak Bloodfist for 28 fire damage.
Garak Bloodfist the level 28 orc gladiator was blazed to death by a halfling pyremaster on level 2 of Gates of Morning.








































































































































