









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
| Addons | Escort Rescheduling 1.7.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.3Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.3Official 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:
Embers of Rage 1.7.3Official 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 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: Forbidden Cults 1.7.3Official 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 | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Ghoul |
| Class | Adventurer |
| Level / Exp | 32 / 65% |
| Size | medium |
| Lifes / Deaths | Killed by Emelida the Guardian at level 32 on the 44th Regrowth 123rd year of Ascendancy at 19:59 / 1 |
Primary Stats
| Strength | 27 (base 12) |
| Dexterity | 26 (base 12) |
| Constitution | 30 (base 12) |
| Magic | 73 (base 52) |
| Willpower | 61 (base 54) |
| Cunning | 53 (base 29) |
Resources
| Mana | 481/561 |
| Psi | 215/399 |
| Vim | 153/263 |
| Life | -481/384 |
| Paradox | 3112 |
| Stamina | 290/320 |
| Soul | 8/10 |
| Healing Factor | 1.3092147729953 |
| Regeneration | 6.8733775582256 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 2 |
| See Stealth | 6 |
| See Invisible | 7 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 49 |
| Accuracy | 58 |
| Crit Chance | 23% |
| APR | 25 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 64 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Physical | +36% |
| Lightning | +30% |
| Cold | +6% |
| Arcane | +6% |
| Fire | +37% |
| All | 0% |
Offense: Damage Penetration
| Fire | 0% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 33 (35.65183292883%) |
| Defense | 43 |
| Ranged Defense | 43 |
| Fatigue | 0 |
| Physical Save | 24 |
| Spell Save | 32.8 |
| Mental Save | 32 |
Defense: Resistances
| Acid | + 35%( 70%) |
| Physical | + 29%( 70%) |
| Mind | + 24%( 70%) |
| All | + 14%( 70%) |
| Darkness | + 19%( 70%) |
| Light | + 19%( 70%) |
| Temporal | + 16%( 70%) |
| Fire | + 24%( 70%) |
| Lightning | + 27%( 70%) |
Defense: Immunities
| Teleport Resistance | 78% |
| Pinning Resistance | 17% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Stun Resistance | 50% |
| Poison Resistance | 80% |
| Blind Resistance | 10% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| 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 50 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 Constitution 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 93 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 Magic stat. |
Class Talents
| Spell / Age of dusk | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Psionic / Solipsism | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Corruption / Rot | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Corruption / Demonic pact | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Bone | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Spell / Necrosis | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Corruption / Vile life | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Undead / Ghoul | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by ghoulking. Escort: repented thief (level 2 of Dreadfell) | failed |
You failed to protect the repented thief from death by carrion worm mass. Escort: repented thief (level 3 of Dreadfell) | failed |
You failed to protect the repented thief from death by Islidalaith the barrow wight. Escort: repented thief (level 5 of Dreadfell) | failed |
You failed to protect the repented thief from death by Betura the skeleton warrior. Escort: repented thief (level 7 of Dreadfell) | failed |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 341. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed snow giant kidney. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed orc heart. * You've found the needed black mamba head. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed skeleton mage skull. * You've found the needed green worm. 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 electric eel tail. * You've found the needed red crystal shard. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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 decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
Equipment
| Psionic focus | bloodlich's dragonbone starstaff of protection (136% power, 6 apr, physical element) 5.0 T5 staff 2H weapon [Ego++] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Mag +6 Cun +5 Con dps ---------- Spell.crit +5% Crit.mult +19.00% Spell.pwr +15 (+4 eff.) Dmg.mod +30% physical ----- def ----- Resists +15% physical ---------- misc N.En/turn +0.20 Vim/s.crit +7.00 Max.vim +39.00 Max.N.En +41.00 Talents +3 Flame Bolts +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+3 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Unarmed combat: Power 126% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +4.0% Atk.spd 83% Melee+ +20 lightning On Hit: 20% Chain Lightning 2 On Hit: 15% Nova 1 On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Light source | Shiverpassion the brass lantern2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Spell.crit +2% Dmg.mod +6% arcane +6% cold ----- def ----- Mind.save +7 (+4 eff.) ---------- misc Vim/s.crit +1.00 Max.mana +20.00 Light +3 See.Stealth +6 See.Invis +7 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 | Xyralrana the hardened leather cap (0 def, 5 armour)2.0 T3 head armor [Random Unique] Master While equipped: Stats +4 Str +2 Dex +2 Cun dps ---------- Apr +5 ----- def ----- Armour +5 Fatigue +3% Resists +1% physical Phys.save +6 (+2 eff.) Die.at -40.00 life Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Infravis +2 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 96.0 Physical damage. If the attack hits, the target is confused (33% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
| On feet | Nerimina the Infernoweeper (5 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue +2% Resists +9% acid +12% fire Die.at -40.00 life HP.reg +2.00 Heal.mod +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | elven-wood totem of healing 'Ragihir' [power 326] (14/15 cooldown)2.0 T4 totem charm [Random Unique] Nature While equipped: ----- def ----- Resists +12% mind Mind.save +6 (+3 eff.) Die.at -20.00 life Blind- +10% Heal yourself and all friendly characters within 10 spaces for 326 Puts all charms on 15 cooldown 100% to reduce fatigue by 33% for 2 turns. 100% to increase all damage penetration by 19% for 2 turns. 100% to increase all damage by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Bloodcaller 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) ---------- misc Vim/ret +3.00 You heal for 2.5% of the damage you deal. Healing during current combat: 1088.82 You won the Ring of Blood trial, and this is your reward. |
| On fingers | Writhing Ring of the Hunter 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ---------- misc Vim/melee +2.00 Talents +1 Meteoric Crash You have set the ring to grant you Meteoric Crash! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
| Around neck | Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | Turydunarahell (111% power, 3 apr, acid element) 5.0 T2 staff 1H weapon [Rare] Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Dex +4 Wil +2 Cun dps ---------- Phys.crit +7.0% Spell.crit +5% Phys.pwr +6 (+2 eff.) Spell.pwr +12 (+3 eff.) Dmg.mod +15% acid Acc +7 (+2 eff.) ----- def ----- Resists +3% temporal +6% darkness +6% light Crit.dmg- 15.00% ---------- misc Talents +4 Cursed Arm +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Sunmaster the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: Stats +1 Dex dps ---------- Acc +10 (+3 eff.) Melee Ret 4 light ----- def ----- Armour +6 Defense +5 (+2 eff.) Die.at -60.00 life Create a temporary shield that absorbs 200 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
| In off hand | icy iron shield of acid resistance (+16%) (0 def, 2 armour, 98% power, 20.5 block) 7.0 T1 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 99% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +20 While equipped: dps ---------- Melee+ 6 cold Melee Ret 1 ice ----- def ----- Armour +2 Fatigue +8% Resists +16% acid +0% fire +0% physical +0% blight Dmg.red +0 blight +0 fire +0 physical ---------- misc Talents +5 Blood Shield +1 Block Handheld deflection devices. |
| Cloak | Dairyrain the Airbait (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Spell.pwr +25 (+6 eff.) Dmg.mod +15% lightning +6% physical Acc +25 (+7 eff.) ----- def ----- Defense +2 (+1 eff.) Resists +2% physical Die.at -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | The Untouchable (14 def, 12 armour) 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+5 eff.) Teleport- +78% When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
medical injector implant of the sneak (efficiency 145% / cooldown 92%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 145% efficiency and cooldown mod of 92%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 8)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.1 steam per turn. Can be activated for an instant burst of 40 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 8)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 7.5 steam per turn. Can be activated for an instant burst of 38 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 8)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 7.9 steam per turn. Can be activated for an instant burst of 40 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 12)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 12.4 steam per turn. Can be activated for an instant burst of 62 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion of the wizard (speed 633%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 633% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 5; phase 16; cd 12)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 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%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 6; phase 19; cd 10)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 19%, your defense is increased by 19 and all your resistances by 19%. 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. |
manasurge rune (regen 600% over 10 turns; mana 30; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns (15 total) and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 821% over 10 turns; mana 41; cd 12)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 821% for 10 turns (21 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 46; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 46 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the psychic (absorb 81; 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 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 81 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the psychic (absorb 85; cd 18)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 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 85 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the sneak (absorb 306; dur 6; cd 14)0.1 rune scroll [Ego] 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 306 damage for 6 turns. 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. |
shielding rune of the sneak (absorb 209; dur 4; cd 18)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 create a protective shield absorbing at most 209 damage for 4 turns. 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. |
shielding rune of the wizard (absorb 387; dur 4; cd 14)0.1 rune scroll [Ego] 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 387 damage for 4 turns. 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. |
stormshield rune of the duelist (threshold 37; blocks 4; dur 4; cd 13)0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 37 up to 4 times. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Air Recycler0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Antimagic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Armour Reinforcement0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Corrosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Deflection Field0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal Attractor0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fiery Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] 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 Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Frost Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hand Cannon0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Headlamp0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Healing Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Incendiary Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Iron Grip0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Itching Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Lightning Coil0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Magnetic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental Stimulator0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Moss Tread0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Pain Suppressor Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Poison Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Power Distributor0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Razor Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Rustproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Saw Projector0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Second Skin0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spike Attachment0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Steamgun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Steamsaw0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Toxic Cannister Launcher0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Injector0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Viral Needlegun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Voltaic Sentry0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Voltaic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Waterproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Khelendur the copper amulet0.1 T1 amulet jewelry [Rare] Master While equipped: ----- def ----- Defense +15 (+5 eff.) Resists +3% darkness +3% mind Crit.dmg- 10.00% ---------- misc Masteries +0.13 Psionic/Distortion Amulets make your neck look great! |
copper amulet 'Camarek'0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +1 Cun +2 Wil dps ---------- Mind.crit +4% Crit.mult +5.00% ---------- misc Max.mana +80.00 Masteries +0.12 Technique/Shield defense Amulets make your neck look great! |
insulating steel amulet of constitution (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Resists +12% fire +10% cold Amulets make your neck look great! |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (164). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
serendipitous gold amulet of strength (+3)0.1 T3 amulet jewelry [Ego+] Nature While equipped: Stats +3 Str +13 Lck dps ---------- Acc +10 (+3 eff.) ----- def ----- Defense +9 (+3 eff.) Unseen.red 12% Amulets make your neck look great! |
starseer's stralite amulet of the eclipse0.1 T4 amulet jewelry [Ego++] Arcane While equipped: Stats +3 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Melee+ 9 light 12 darkness Dmg.mod +14% darkness +6% temporal +14% light +7% physical On Melee Ret: * 8% chance to reduce damage dealt by 22% * 9% chance to blind Amulets make your neck look great! |
Demonoozer0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Cun dps ---------- Crit.mult +10.00% Mind.pwr +10 (+3 eff.) Dmg.mod +6% darkness +10% fire ----- def ----- Resists +20% fire Poison- +10% Rings make your fingers look great! |
copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+3 eff.) Confus- +22% Rings make your fingers look great! |
copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Rings make your fingers look great! |
psionicist's copper ring of arcana (+0.12/turn)0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Silence- +21% ---------- misc Mana/turn +0.12 Rings make your fingers look great! |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
The Black Ring0.1 T3 ring jewelry [Unique] Arcane While equipped: ----- def ----- Spell.save +7 (+2 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
gold ring 'Blazeumbra'0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +6 Cun +4 Mag dps ---------- Spell.pwr +8 (+2 eff.) Res.pen +5% light ----- def ----- Resists +9% mind Crit.dmg- 10.00% Phys.save +6 (+2 eff.) Teleport- +20% Rings make your fingers look great! |
wizard's gold ring of warding0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag ----- def ----- Resists +17% acid +18% fire +16% lightning +21% cold Spell.save +10 (+4 eff.) Rings make your fingers look great! |
blighted yew starstaff of channeling (120% power, 4 apr, temporal element)5.0 T3 staff 2H weapon [Ego++] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +25 (+6 eff.) Dmg.mod +20% temporal ---------- misc Mana/turn +0.28 Vim/s.crit +3.00 Max.vim +18.00 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. |
Borizilastir the Stormravager (129% power, 5 apr, blight element)5.0 T4 staff 2H weapon [Random Unique] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Spell.pwr +20 (+5 eff.) Dmg.mod +25% blight +25% fire +25% darkness +25% acid Res.pen +15% lightning +5% mind ----- def ----- Resists +12% blight +12% fire +12% darkness +12% acid Phys.save +9 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+5 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short elven-wood starstaff of channeling (129% power, 5 apr, darkness element)5.0 T4 staff 1H weapon [Ego++] Arcane/Master Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +7% Phys.pwr +9 (+3 eff.) Spell.pwr +32 (+8 eff.) Dmg.mod +25% darkness Acc +9 (+3 eff.) ---------- misc Mana/turn +0.26 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. |
shimmering elven-wood starstaff of breaching (129% power, 5 apr, light element)5.0 T4 staff 2H weapon [Ego+] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical 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 (+3 eff.) Dmg.mod +25% light Res.pen +12% light ---------- misc Mana/turn +0.20 Max.mana +71.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Colaryem (159% power, 12 apr)3.0 T3 greatsword 2H weapon [Unique] Arcane Power 160% Range: 1.6x Uses 130% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +11.0% Atk.spd 50% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
enhanced dwarven-steel greatsword of rage (145% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego++] Nature/Master Power 146% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +16 Str +9 Dex +7 Mag +13 Wil +9 Cun +9 Con dps ---------- Dmg.mod +10% physical Acc +13 (+4 eff.) Massive two-handed swords. |
warbringer's dwarven-steel greatsword of phasing (144% power, 21 apr)3.0 T3 greatsword 2H weapon [Ego+] Arcane/Master Power 144% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +21 Crit +3.5% Atk.spd 100% Phasing +19% While equipped: Stats +5 Con dps ---------- Phys.pwr +12 (+4 eff.) Res.pen +13% physical ----- def ----- Disarm- +17% Massive two-handed swords. |
balanced stralite greatsword of crippling (162% power, 3 apr)3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego+] Master Power 163% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +13.0% Acc +7 (+2 eff.) ----- def ----- Defense +10 (+4 eff.) Disarm- +48% Massive two-handed swords. |
Borosk's Hate (172% power, 22 apr)3.0 T5 greatsword 2H weapon Reqs Str 35 [Unique] Master Power 172% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +10.0% Atk.spd 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con ---------- misc Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
truestriking voratun longsword of rage (155% power, 6 apr)3.0 T5 longsword 1H weapon Reqs Str 48 [Ego++] Master Power 155% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +1 Str dps ---------- Dmg.mod +9% physical Res.pen +10% physical Acc +36 (+9 eff.) Apr +12 Sharp, long, and deadly. |
Dedication (138% power, 6 apr)3.0 T3 mace 1H weapon [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 138% Range: 1.4x Uses 20% Cun, 90% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +20.0% Atk.spd 100% On Crit.r2 +50 manaburn arcane While equipped: ----- def ----- Resists +15% arcane +20% blight It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The mace symbolizes the krogs willingness to endure until the final blow is struck against the arcane. Commonly the mace would be used to batter a mage senseless, thus preventing them from being able to cast their spells. |
caustic stralite mace of torment (149% power, 5 apr)3.0 T4 mace 1H weapon Reqs Str 35 [Ego++] Nature/Psionic Power 149% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Crit.r2 +13 acid +17 nature On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Res.pen +13% acid +9% nature Apr +8 Blunt and deadly. |
voratun mace 'Emelerinn' (157% power, 6 apr)3.0 T5 mace 1H weapon Reqs Str 48 [Random Unique] Arcane/Master Power 157% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +17 blight On Hit.r1 +12 fire On Hit: * 20% chance to reduce strength, dexterity, and constitution by 30 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +1 Cun +7 Wil dps ---------- Phys.crit +12.0% Mind.crit +2% Dmg.mod +3% arcane Res.pen +5% mind Blunt and deadly. |
dwarven-steel waraxe 'Runyrim' (125% power, 7 apr)3.0 T3 waraxe 1H weapon [Rare] Arcane Power 125% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +7.5% Atk.spd 100% Melee+ +15 cold On Hit: * 20% chance to reduce armor by 40% While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +10 (+3 eff.) Acc +15 (+4 eff.) One-handed war axes. |
hateful dwarven-steel waraxe of crippling (124% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Master/Psionic Power 124% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +7 darkness Against +9% Living On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% One-handed war axes. |
truestriking steel dagger (101% power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Master Power 101% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +11 (+3 eff.) Apr +7 Sharp, short and deadly. |
Moon (100% power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 100% Range: 1.3x Uses 20% Str, 20% Dex Dmg Darkness Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
dwarven-steel dagger (120% power, 7 apr)1.0 T3 dagger 1H weapon [Normal] Power 121% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Sharp, short and deadly. |
dwarven-steel dagger of crippling (113% power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Master Power 113% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical 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 +8.0% Sharp, short and deadly. |
Oozing Heart (115% power, 25 apr, nature slow damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Disrupt Power 115% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature slow Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +25 Crit +7.0% Atk.spd 100% While equipped: Stats +2 Cun +6 Wil dps ---------- Mind.crit +8% Mind.pwr +12 (+4 eff.) Dmg.mod +18% nature +15% acid ----- def ----- Resists +12% arcane +12% blight Spell.save +15 (+6 eff.) ---------- misc Masteries +0.10 Wild-gift/Slime +0.10 Wild-gift/Ooze Ooze Spit: Level 2.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 800% of base Description: Spit slime at your target doing 57.06 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
pulsing mindstar of gales (107% power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego+] Nature Power 107% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind 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 (+2 eff.) Dmg.mod +12% lightning +7% cold +10% physical ----- def ----- Defense +14 (+5 eff.) Pinning- +27% ---------- 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. |
wrathful pulsing mindstar of sand (107% power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego++] Nature/Psionic Power 107% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature 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 +10% Mind.pwr +8 (+2 eff.) Melee+ 10 physical Dmg.mod +14% physical Res.pen +12% physical ----- def ----- Resists +13% physical ---------- misc Hate/m.crit +1.00 Psi/m.crit +5.00 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. |
truestriking steel steamsaw (108% power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Power 108% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +26 Uses 1.0 Steam While equipped: dps ---------- Res.pen +8% physical Acc +8 (+2 eff.) Apr +5 ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% ---------- 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! |
rough leather sling of enduring4.0 T1 sling 1H weapon [Ego+] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 While equipped: Stats +6 Con +6 Wil ----- def ----- Max.HP +10.00 Slings are used to hurl stones or metal shots at your foes. |
Nacrush's Decimator4.0 T3 steamgun 1H weapon Reqs Dex 30 Steam Pool [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +25 Atk.spd 100% Dmg.mult 120% Range +5 Proj.spd +600% Uses 2.0 Steam Knocks you back when fired. Nacrush was known for a tendency towards overkill. |
Tempestidol4.0 T3 steamgun 1H weapon Reqs Steam Pool [Rare] Arcane/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +17 draining blight On Hit.r1 +20 lightning On Hit: * 20% chance to reduce armor by 40% Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +21% acid +12% lightning Res.pen +25% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Hornet Stingers (20/20, 117% power, 10 apr)3.0 T2 arrow ammo [Unique] Nature Power 117% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
deadly pouch of dwarven-steel shots of wind (24/24, 151% power, 3 apr)3.0 T3 shot ammo [Ego] Nature/Master Power 152% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 24 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 119 physical damage Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of dwarven-steel shots of crippling (21/21, 139% power, 3 apr)3.0 T3 shot ammo [Ego++] Master/Psionic Power 139% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +15.0% Capacity 21 Ranged+ +22 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 166 physical damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
flaming pouch of stralite shots of annihilation (24/24, 157% power, 11 apr)3.0 T4 shot ammo Reqs Dex 35 [Ego+] Arcane/Master Power 158% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +11 Crit +9.5% Capacity 24 Proj.spd +200% On Hit.r1 +10 fire Shots are used with slings to pummel your foes to death. |
icy iron shield of mind resistance (+11%) (0 def, 2 armour, 94% power, 19.5 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Nature/Psionic When used to Attack: Power 95% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +20 While equipped: dps ---------- Melee+ 9 cold Dmg.mod +0% acid +0% physical +0% blight Res.pen +0% acid +0% physical +0% blight Melee Ret 3 ice ----- def ----- Armour +2 Fatigue +8% Resists +11% mind ---------- misc Talents +1 Block Handheld deflection devices. |
Burnwill the dwarven-steel shield (0 def, 14 armour, 142% power, 159 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 142% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +159 Melee+ +20 fire On Hit.r1 +20 light While equipped: Stats +5 Con dps ---------- Dmg.mod +6% fire Res.pen +25% fire Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Armour +14 Fatigue +8% Resists +9% light Phys.save +11 (+5 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
Eilinurenn the stralite shield (0 def, 16 armour, 166% power, 138 block)7.0 T4 shield armor Reqs Shield usage training Str 35 [Random Unique] Nature/Master When used to Attack: Power 166% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +138 While equipped: dps ---------- Melee+ 5 cold Melee Ret 5 ice ----- def ----- Armour +16 Fatigue +8% Resists +17% acid +12% nature +10% blight Crit.dmg- 15.00% ---------- misc Talents +1 Block Handheld deflection devices. |
flaming stralite shield of temporal resistance (+14%) (0 def, 8 armour, 154% power, 132 block)7.0 T4 shield armor Reqs Shield usage training Str 35 [Ego] Nature When used to Attack: Power 155% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +132 On Hit.r1 +13 fire While equipped: dps ---------- Melee+ 8 fire Melee Ret 9 fire On Melee Ret: * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +8 Fatigue +8% Resists +14% temporal ---------- misc Talents +1 Block Handheld deflection devices. |
shimmering woollen robe of power (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +11 (+3 eff.) Dmg.mod +18% arcane +10% all ----- def ----- Resists +9% all ---------- misc Max.mana +41.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
ancient silk robe of the mind (+13%) (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +1 Mag dps ---------- Dmg.mod +20% temporal +13% mind +13% physical Res.pen +10% temporal +9% physical ----- def ----- Resists +13% mind +13% all Anom.red +15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe of alchemy (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +6% acid +9% physical +17% fire +13% cold ----- def ----- Resists +13% acid +14% physical +14% fire +13% cold +13% all ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy silk robe of frost (+36%) (0 def, 0 armour)2.0 T4 cloth armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +24% cold On Melee Ret: * 4% chance to slow global speed by 53% * 5 arcane resource burn ----- def ----- Resists +13% all +36% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken silk robe of alchemy (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.crit +4% Spell.pwr +6 (+1 eff.) Dmg.mod +10% acid +10% temporal +10% fire +13% cold +15% arcane +5% physical ----- def ----- Resists +15% acid +14% physical +11% fire +14% cold +13% all ---------- misc Max.mana +61.00 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Gleamreeve the hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Rare] Master While equipped: Stats +4 Str +3 Dex +5 Con dps ---------- Dmg.mod +12% temporal Res.pen +10% light +15% temporal ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +21% acid +6% light A suit of armour made of leather. |
enlightening reinforced leather armour of the deep (12 def, 10 armour)9.0 T4 light armor [Ego++] Nature/Psionic While equipped: Stats +3 Cun +7 Wil ----- def ----- Armour +10 Defense +12 (+4 eff.) Fatigue +8% Resists +9% acid +9% cold Mind.save +17 (+8 eff.) ---------- misc Breathe water A suit of armour made of leather. |
searing steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Arcane While equipped: dps ---------- Melee+ 8 acid 11 fire Melee Ret 9 acid 9 fire ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +16% acid +15% fire A suit of armour made of mail. |
radiant steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego+] Nature While equipped: Stats +2 Wil ----- def ----- Armour +9 Fatigue +22% Resists +18% blight +16% darkness ---------- misc Light +1 A suit of armour made of metal plates. |
dwarven-steel plate armour of the dragon (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego+] Nature While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +5% acid +8% physical +9% cold +8% lightning +8% fire Disarm- +25% Stun/Frz- +23% Knockbk- +25% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Ragokath the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: Stats +1 Wil dps ---------- Mind.crit +2% Spell.pwr +3 (+1 eff.) Mind.pwr +15 (+5 eff.) ----- def ----- Mind.save +15 (+8 eff.) A belt that goes around your waist. |
rough leather belt 'Adagata'1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Wil +2 Cun +4 Con ----- def ----- Resists +7% lightning +7% temporal ---------- misc Infravis +3 See.Invis +15 A belt that goes around your waist. |
hardened leather belt1.0 T3 belt armor [Normal] A belt that goes around your waist. |
hardened leather belt of magery1.0 T3 belt armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +4% A belt that goes around your waist. |
monstrous hardened leather belt of the giants1.0 T3 belt armor [Ego+] Nature/Master While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +12 (+4 eff.) ----- def ----- Phys.save +8 (+3 eff.) Spell.save +7 (+2 eff.) ---------- misc Size +2 A belt that goes around your waist. |
reinforced hardened leather belt of shielding1.0 T3 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +16 Defense +7 (+3 eff.) Phys.save +12 (+5 eff.) Create a temporary shield that absorbs 251 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
reinforced hardened leather belt of the vagrant1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +3 Con dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Armour +8 Defense +11 (+4 eff.) Phys.save +13 (+6 eff.) Mind.save +8 (+4 eff.) A belt that goes around your waist. |
linen cloak 'Fulokan' (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Melee Ret 6 physical On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 30 ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +13% cold Die.at -40.00 life ---------- misc Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Hathesus' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Str +2 Mag +2 Wil +2 Con dps ---------- Dmg.mod +3% blight ----- def ----- Defense +1 (+1 eff.) ---------- misc Max.mana +80.00 See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal linen cloak of protection (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Psionic While equipped: Stats +2 Wil ----- def ----- Defense +1 (+1 eff.) Spell.save +5 (+2 eff.) Mind.save +12 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yvywen the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +6 Dex +2 Wil +3 Cun +9 Con dps ---------- Melee Ret 4 temporal ----- def ----- Defense +2 (+1 eff.) ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping cashmere cloak of Eldoral (7 def, 0 armour)2.0 T3 cloak armor [Ego] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Defense +7 (+3 eff.) Phys.save +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Master While equipped: Stats +3 Cun +4 Dex dps ---------- Acc +5 (+2 eff.) Apr +4 ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloth of Dreams (10 def, 0 armour)2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Defense +10 (+4 eff.) Resists +15% mind Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+5 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.0 Pwr.cost 10 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 43 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Demonstreak the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane/Master/Psionic While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +10 (+3 eff.) Dmg.mod +21% mind Res.pen +10% mind Melee Ret 10 darkness ----- def ----- Armour +4 Fatigue +3% ---------- misc Equi/ret +0.20 Psi/ret +0.08 Max.psi +50.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
brawler's drakeskin leather gloves of strength (+8) (0 def, 3 armour)1.0 T4 hands armor [Ego+] Master While equipped: Stats +8 Str +3 Dex +3 Cun dps ---------- Phys.pwr +10 (+3 eff.) ----- def ----- Armour +3 Phys.save +9 (+4 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 143% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +9 Apr +5 Crit +9.0% Atk.spd 100% On Hit: 10% Set Up 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
scouring drakeskin leather gloves of the iron hand (0 def, 3 armour)1.0 T4 hands armor [Ego++] Disrupt/Master While equipped: Stats +3 Str +3 Wil +4 Con dps ---------- On Melee Ret: * 25 arcane resource burn ----- def ----- Armour +3 Spell.save +11 (+4 eff.) Disarm- +37% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 131% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% On Hit: 10% Disarm 5 On Hit: * 18 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
scouring voratun gauntlets of strength (+6) (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Disrupt/Master While equipped: Stats +6 Str dps ---------- Phys.pwr +14 (+4 eff.) On Melee Ret: * 22 arcane resource burn ----- def ----- Armour +3 Fatigue +5% Spell.save +12 (+5 eff.) Unarmed combat: Power 140% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Hit: * 23 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
cashmere wizard hat of decomposition (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +5% lightning +5% temporal +5% light +5% fire +5% nature +5% acid +5% blight +5% cold +5% darkness A pointy cloth hat, very wizardly... |
cashmere wizard hat of the Brotherhood (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: Stats +3 Mag +4 Con dps ---------- Dmg.mod +6% arcane ----- def ----- Defense +2 (+1 eff.) Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
grounding hardened leather hat of precognition (6 def, 3 armour)2.0 T3 head armor [Ego+] Nature While equipped: Stats +4 Cun dps ---------- Acc +7 (+2 eff.) On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +6 (+2 eff.) Fatigue +3% Resists +7% lightning +8% temporal A hat made of leather. Very stylish. |
mindwoven cashmere wizard hat of the sentry (2 def, 0 armour)2.0 T3 head armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +4 (+1 eff.) ----- def ----- Defense +2 (+1 eff.) ---------- misc Psi/turn +0.13 Infravis +4 See.Stealth +10 See.Invis +13 Circle of Warding: (Instant) Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 57% and attempts to push all creatures other than yourself out of its radius, inflicting 11.33 light damage and 11.33 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
miner's hardened leather hat of blood magic (0 def, 6 armour)2.0 T3 head armor [Ego+] Arcane/Master While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.crit +3% Dmg.mod +10% blight +13% arcane ----- def ----- Armour +6 Fatigue +3% ---------- misc Infravis +2 A hat made of leather. Very stylish. |
starseer's cashmere wizard hat of darkness (+19%) (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +17% darkness +6% temporal +3% light +6% physical ----- def ----- Defense +2 (+1 eff.) Resists +19% darkness A pointy cloth hat, very wizardly... |
Emitira (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +13 Str dps ---------- Dmg.mod +9% mind +12% temporal ----- def ----- Armour +3 Fatigue +3% ---------- misc Stam/ret +1.50 Equi/ret +1.30 Hate/m.crit +2.00 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 96.0 Physical damage. If the attack hits, the target is confused (33% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
Islotha (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Disrupt/Master While equipped: Stats +4 Dex +5 Cun +10 Lck dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Crit.mult +5.00% Mind.pwr +10 (+3 eff.) Res.pen +20% mind Apr +6 ----- def ----- Armour +3 Fatigue +3% Resists +10% nature +14% blight Spell.save +3 (+1 eff.) A cap made of leather. |
Zubusera the Kindlerip (0 def, 7 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str +2 Mag dps ---------- Res.pen +10% blight ----- def ----- Armour +7 Fatigue +3% Resists +12% light +6% temporal +12% darkness +5% physical ---------- misc Max.mana +40.00 A cap made of leather. |
grounding hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +7% lightning +7% temporal A cap made of leather. |
hardened leather cap 'Urthildil' (0 def, 7 armour)2.0 T3 head armor [Rare] Nature While equipped: ----- def ----- Armour +7 Fatigue +3% Resists +5% arcane +5% physical Crit.dmg- 10.00% Mind.save +12 (+6 eff.) Blind- +20% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Stam/ret +2.10 Equi/ret +2.10 A cap made of leather. |
dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 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. |
8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +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. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
8 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. |
9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
8 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. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
2 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. |
5 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
692 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. |
Light of Revelation2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
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. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
dwarven-steel pickaxe of predation (dig speed 23 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str +2 Dex dps ---------- Phys.pwr +5 (+1 eff.) Mov.spd +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of 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. |
supercharged yew totem of summon tentacle [power 305] (14/29 cooldown)2.0 T3 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 659 Base Damage: 324 Armor: 15 All Resist: 12 Puts all charms on 29 cooldown Natural totems are made by powerful wilders to store nature power. |
demon seed [wretch titan] (40, body)0.0 T4 demon seed [Unique] Arcane Attachable to body When attached: ----- def ----- Crit.dmg- 30.00% Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (34, finger)0.0 T4 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +2.00 Demon status: alive (62% life). The seed of a demon. |
demon seed [water imp] (35, finger)0.0 T4 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +3.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (35, finger)0.0 T4 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (27, mainhand)0.0 T3 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +3 Corrosive Slashes Demon status: alive (65% life). The seed of a demon. |
demon seed [daelach] (37, mainhand)0.0 T4 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +4 Doom Tendrils Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (32, mainhand)0.0 T4 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +4 Farstrike Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (36, mainhand)0.0 T4 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +4 Silence Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (35, mainhand)0.0 T4 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +4 Disarm Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (35, mainhand)0.0 T4 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +4 Frost Grab Demon status: alive (100% life). The seed of a demon. |
demon seed [wretch titan] (40, mainhand)0.0 T4 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +4 Corrosive Cone Demon status: alive (100% life). The seed of a demon. |
demon seed [daelach] (35, offhand)0.0 T4 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Talents +4 Fiery Portal Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (36, offhand)0.0 T4 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Telepathy Humanoid Demon Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (38, offhand)0.0 T4 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +29% blight +29% fire +29% physical Dmg.red +19 blight +19 fire +19 physical Demon status: alive (25% life). The seed of a demon. |
demon seed [quasit] (32, offhand)0.0 T4 demon seed [Unique] Arcane Attachable to offhand When attached: dps ---------- Dmg.mod +23% acid +23% physical +23% blight Res.pen +16% acid +16% physical +16% blight Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (35, offhand)0.0 T4 demon seed [Unique] Arcane Attachable to offhand When attached: dps ---------- Dmg.mod +25% blight +25% fire +25% darkness Res.pen +18% blight +18% fire +18% darkness Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (37, offhand)0.0 T4 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +29% acid +29% darkness +29% blight Dmg.red +19 acid +19 darkness +19 blight Demon status: alive (100% life). The seed of a demon. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
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. |
It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Tuff Guy the Ghoul Adventurer level 22
70th Haze 122nd year of Ascendancy at 19:38 see stats
Anti-Antimagic! (Insane (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Tuff Guy the Ghoul Adventurer level 29
33rd Regrowth 123rd year of Ascendancy at 14:38 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Tuff Guy the Ghoul Adventurer level 20
68th Haze 122nd year of Ascendancy at 20:47 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Tuff Guy the Ghoul Adventurer level 19
67th Haze 122nd year of Ascendancy at 19:14 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Tuff Guy the Ghoul Adventurer level 28
17th Regrowth 123rd year of Ascendancy at 06:50 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Tuff Guy the Ghoul Adventurer level 22
70th Haze 122nd year of Ascendancy at 20:01 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Tuff Guy the Ghoul Adventurer level 10
10th Haze 122nd year of Ascendancy at 16:13 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Tuff Guy the Ghoul Adventurer level 20
68th Haze 122nd year of Ascendancy at 07:15 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Tuff Guy the Ghoul Adventurer level 30
37th Regrowth 123rd year of Ascendancy at 15:39 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Tuff Guy the Ghoul Adventurer level 32
44th Regrowth 123rd year of Ascendancy at 19:35 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Tuff Guy the Ghoul Adventurer level 8
9th Haze 122nd year of Ascendancy at 02:31 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Tuff Guy the Ghoul Adventurer level 10
13rd Haze 122nd year of Ascendancy at 13:56 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Tuff Guy the Ghoul Adventurer level 22
70th Haze 122nd year of Ascendancy at 19:38 see stats
The Rat Lich (Insane (Roguelike) difficulty)
Killed the terrible Rat Lich.By Tuff Guy the Ghoul Adventurer level 28
16th Regrowth 123rd year of Ascendancy at 19:25 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Tuff Guy the Ghoul Adventurer level 17
33rd Haze 122nd year of Ascendancy at 22:44 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Tuff Guy the Ghoul Adventurer level 25
2nd Decay 122nd year of Ascendancy at 04:16 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Tuff Guy the Ghoul Adventurer level 15
26th Haze 122nd year of Ascendancy at 05:34 see stats
Log
Emelida the Guardian performs a melee critical strike against Tuff Guy!
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 25.
Poison bursts out of Tuff Guy's corpse!
Carrion worm mass is poisoned!
Carrion worm mass is poisoned!
Tuff Guy resists the vile poison!
Emelida the Guardian's spell attains critical power!
Poison bursts out of Carrion worm mass's corpse!
Tuff Guy converts damage to paradox!
Tuff Guy converts some damage to Psi!
Tuff Guy mentally dismisses some damage!
Emelida the Guardian steals life from Carrion worm mass!
Emelida the Guardian steals life from Carrion worm mass!
Emelida the Guardian steals life from Emelida the Guardian!
Melee retaliation hits Emelida the Guardian for 0 cold, 2 light, 1 cold, 2 light, 1 cold, 2 light (7 total damage).
Raze hits Tuff Guy for (3 flat reduction), (8 dismissed), 0 to psi, (1 converted), 2 darkness, (3 flat reduction), (5 dismissed), 1 to psi, (1 converted), 3 darkness, (3 flat reduction), (5 dismissed), 1 to psi, (1 converted), 3 darkness, (3 flat reduction), (5 dismissed), 1 to psi, (1 converted), 3 darkness (13 total damage).
Raze hits Carrion worm mass for 27 darkness damage.
Raze hits Emelida the Guardian for 3 healing, 17 darkness, 3 healing, 17 darkness, 3 healing, 17 darkness, 3 healing, 17 darkness, 3 healing, 17 darkness, 3 healing, 17 darkness (101 total damage) [17 healing].
Raze hits Carrion worm mass for 17 darkness damage.
Emelida the Guardian's infective darkness area effect hits Carrion worm mass for 29 darkness damage.
Emelida the Guardian's infective darkness area effect hits Carrion worm mass for 29 darkness damage.
Emelida the Guardian hits Tuff Guy for (3 flat reduction), (4 resilience), 19 to psi, (42 converted), 98 physical, (3 flat reduction), 2 to psi, (5 converted), 12 physical, (3 flat reduction), (141 resilience), 19 to psi, (42 converted), 98 physical (248 total damage).
Emelida the Guardian hits Emelida the Guardian for 1 healing, 7 fire, 1 healing, 7 darkness, 1 healing, 7 fire, 1 healing, 7 darkness (29 total damage) [5 healing].
Greater Weapon Focus from Emelida the Guardian hits Tuff Guy for (3 flat reduction), (55 resilience), 19 to psi, (42 converted), 98 physical, (3 flat reduction), 2 to psi, (5 converted), 12 physical (131 total damage).
Greater Weapon Focus from Emelida the Guardian hits Emelida the Guardian for 1 healing, 7 fire, 1 healing, 7 darkness (15 total damage) [2 healing].
Carrion worm mass hits Emelida the Guardian for 5 healing, 3 healing (0 total damage) [8 healing].
Carrion worm mass hits Emelida the Guardian for 5 healing, 3 healing (0 total damage) [8 healing].
Carrion worm mass's wormblight area effect hits Emelida the Guardian for 21 blight damage.
Tuff Guy the level 32 ghoul adventurer was decapitated to death by Emelida the Guardian on level 7 of Dreadfell.
Emelida the Guardian prepares for the next kill!








































































































































































