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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Two-Handed Dual-Wielding Counts 1.7.0If you are wielding a two-handed weapon in mainhand and another weapon in offhand (via Ogres' Grisly Constitution talent or various addons), arranges for your melee weapon damage to be recorded as both two-handed weapon damage and dual-wielded weapon damage for purposes of satisfying prodigy requirements (notably Windblade). Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Items Vault 1.7.6Donators/Buyers bonus! Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Command Multiple Staffs 1.7.0Modifies the Command Staff talent to work on a staff wielded in the offhand, psionic focus or other non-mainhand slot. If you are wielding multiple staffs, the talent will prompt you to choose one to modify. Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) Class+Race Pack 1.7.4Adds several new classes and races: - Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them. This addon also makes a couple other changes to make the Zephyr class work: Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 134953 ===== Credits ===== Sounds: ===== Changelog ===== 1.1.0: 1.0.1: 1.0.0: Staff of Bones Fix 1.7.0An experimental addon that attempts to clean up behind a long-standing bug with the Staff of Bones from the Forbidden Cults DLC (required). Should work preemptively or retroactively. Frequently Asked Questions: Also available as part of the Bugnibus Bugfix Pack. Accurate Weapon Damage 1.7.0Makes the stats displayed when viewing a weapon's name more accurately reflect the damage it would deal if you were to wield it. Should not have any major compatibility issues with other addons. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Harbinger |
| Level / Exp | 50 / 1305% |
| Size | medium |
| Lifes / Deaths | Killed by Isletha the storm drake hatchling at level 15 on the 29th Loss 122nd year of Ascendancy at 01:08 1 / 6Killed by Isletha the storm drake hatchling at level 15 on the 29th Loss 122nd year of Ascendancy at 02:33 Killed by Guna the temporal stalker at level 24 on the 29th Iron 123rd year of Ascendancy at 20:24 Killed by Emelyra the fire drake hatchling at level 27 on the 13rd Steel 123rd year of Ascendancy at 15:01 Killed by Cyrobeth the ghoul at level 32 on the 19th Stralite 123rd year of Ascendancy at 15:19 Killed by shadow at level 50 on the 15th Loss 123rd year of Ascendancy at 21:10 |
Primary Stats
| Strength | 99 (base 50) |
| Dexterity | 58 (base 10) |
| Constitution | 108 (base 40) |
| Magic | 57 (base 9) |
| Willpower | 141.17831832123 (base 60) |
| Cunning | 140 (base 60) |
Resources
| Life | 2075/2075 |
| Steam | 100/100 |
| Equilibrium | 18 |
| Psi | 231/231 |
| Healing Factor | 1.095349482657 |
| Regeneration | 2.024157444551 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +56.5115906557% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 21 |
| See Stealth | 25 |
| See Invisible | 40 |
Offense: Mainhand
| Damage | 213 |
| Accuracy | 82 |
| Crit Chance | 72% |
| APR | 91 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 196 |
| Accuracy | 82 |
| Crit Chance | 72% |
| APR | 93 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16.25 |
| Crit Chance | 70% |
| Speed | 1 |
Offense: Mind
| Mindpower | 93 |
| Crit Chance | 89% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +30% |
| Blight | +20% |
| Arcane | +85% |
| Cold | +91% |
| All | +5% |
| Lightning | +77% |
| Temporal | +42% |
| Physical | +42% |
| Fire | +113% |
| Nature | +65% |
Offense: Damage Penetration
| Acid | +10% |
| Blight | +35% |
| Arcane | +70% |
| Cold | +25% |
| All | 0% |
| Lightning | +25% |
| Light | +29% |
| Temporal | +25% |
| Mind | +20% |
| Fire | +25% |
| Nature | +45% |
Defense: Base
| Armour (hardiness) | 50.538598157975 (79.246339931828%) |
| Defense | 69 |
| Ranged Defense | 69 |
| Fatigue | 0 |
| Physical Save | 78 |
| Spell Save | 70 |
| Mental Save | 78 |
Defense: Resistances
| Acid | + 36%( 70%) |
| Blight | + 59%( 70%) |
| Arcane | + 40%( 70%) |
| Cold | + 38%( 73%) |
| All | + 33%( 70%) |
| Lightning | + 73%( 73%) |
| Light | + 43%( 70%) |
| Temporal | + 40%( 70%) |
| Physical | + 38%( 73%) |
| Fire | + 40%( 73%) |
| Nature | + 56%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 66% |
| Poison Resistance | 26% |
| Blind Resistance | 79% |
| Disarm Resistance | 100% |
| Bleed Resistance | 26% |
| Teleport Resistance | 100% |
| Pinning Resistance | 49% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 845 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 26% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 346 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 234% efficiency and cooldown mod of 89%. Its effects scale with your Constitution stat. |
Class Talents
| Wild-gift / Blaze | 1.30 |
| 4/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Wild-gift / Blizzard | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Thunder | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Supercell | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 5/5 |
| Wild-gift / Cyclone | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Wild-gift / Rain | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Endurance | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.40 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Psiblades |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Xeronne the patchwork troll. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved Constitution by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * 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: 1075. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Emelylethra the Spiderspawner (0 def, 5 armour) 2.0 T5 feet armor [Random Unique] Nature/Master While equipped: Stats +4 Cun +3 Con dps ---------- Dmg.mod +3% fire On Hit (Melee): * 20% chance to slow global speed by 77% ----- def ----- Armour +5 Fatigue -7% Resists +10% lightning +11% temporal +15% nature +3% fire Phys.save +43 (+9 eff.) Mind.save +24 (+5 eff.) Pinning- +20% Knockbk- +20% Teleport- +100% ---------- misc Max.enc +49 A pair of boots made of leather. |
| Light source | ICU1.0 T5 lite [Random Unique] Nature/Master While equipped: Stats +5 Wil dps ---------- Phys.crit +6.0% Crit.mult +20.00% Phys.pwr +10 (+2 eff.) Dmg.mod +3% arcane +6% cold Res.pen +29% light +20% arcane ----- def ----- Resists +15% light Max.HP +80.00 Blind- +50% Confus- +27% ---------- misc Light +16 See.Stealth +25 See.Invis +25 Track: Puts all charms on 40 cooldown Level 5.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 40 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Salethra (25 def, 5 armour) 2.0 T5 head armor [Rare] Master While equipped: Stats +15 Str +9 Dex +12 Cun dps ---------- Crit.mult +15.00% Spell.pwr +25 (+1 eff.) Dmg.mod +15% arcane Res.pen +20% blight Apr +6 ----- def ----- Armour +5 Defense +25 (+6 eff.) Fatigue +5% Mind.save +12 (+3 eff.) ---------- misc See.Invis +15 Skullcracker: Puts all charms on 20 cooldown Level 4.5 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 946.5 Physical damage. If the attack hits, the target is confused (40% effect) for 6 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 hands | Spellhunt Remnants (6 def, 8 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+2 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+4 eff.) Max.HP +100.00 Disarm- +100% ---------- misc Light +1 Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 357.05 arcane damage and stunned). Uses 100 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| Tool | Ademina the voratun torque of mindblast [power 430] (15 cooldown)2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Res.pen +15% blight +25% temporal ----- def ----- Resists +9% blight Def/telep +10 Res/telep +10% Dur/telep +10% Blast the opponent's mind dealing 451 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce fatigue by 60% for 2 turns. 100% to reduce 2 talent cooldowns by 2. 100% to heal for 75. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| On fingers | Gibrerin the voratun ring0.1 T5 ring jewelry [Random Unique] Master While equipped: Stats +7 Str +8 Dex +8 Cun dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +17 (+1 eff.) Mind.pwr +15 (+3 eff.) Dmg.mod +5% all Res.pen +25% arcane +10% mind Acc +15 (+4 eff.) Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 47 ----- def ----- Armour +14 Resists +5% arcane Rings make your fingers look great! |
| Around neck | Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 3.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 530 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
| In main hand | Eyal's Will (213 - 234 damage, 85 apr, nature damage)3.0 T5 mindstar 1H weapon [Unique] Nature/Disrupt Power 22.0 - 24.2 Nature Uses 121% Wil, 40% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +85 Crit +5.0% Atk.spd 100% While equipped: Stats +20 Wil dps ---------- Mind.crit +9% Mind.pwr +36 (+7 eff.) Dmg.mod +20% nature +10% acid Res.pen +20% nature +10% acid ----- def ----- Resists +25% blight +15% nature ---------- misc Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Slime Wave: Level 4.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 8, doing 157.54 slime damage for 15 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
| Around waist | Lightning Catcher |
| In off hand | inquisitor's living mindstar of disruption (196 - 216 damage, 87 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego++] Nature/Disrupt Power 16.5 - 18.2 Nature Uses 102% Wil, 61% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +87 Crit +5.0% Atk.spd 100% Against +17% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% On Crit: * Deals 142 Manaburn damage and puts 1 random spell talent on cooldown for 6 turns (checks Confusion immunity) While equipped: dps ---------- Mind.crit +5% Mind.pwr +20 (+4 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Xaneseta the elven-silk cloak (3 def, 0 armour) 2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +7 Str +5 Mag +4 Wil +4 Con dps ---------- Mind.crit +2% Crit.mult +20.69% Res.pen +10% mind ----- def ----- Defense +3 (+1 eff.) Resists +5% arcane +30% lightning Phys.save +13 (+3 eff.) Spell.save +14 (+4 eff.) Max.HP +107.00 Stun/Frz- +50% ---------- misc Max.mana +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Galen's Flowing Robe (0 def, 0 armour) 2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +10 Str +10 Dex +17 Mag +17 Wil +17 Cun +10 Con dps ---------- Spell.crit +12% Spell.pwr +35 (+2 eff.) Dmg.mod +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical ----- def ----- Resists +15% all ---------- misc Mana/turn +2.00 Max.mana +77.00 Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
Inventory
Elixir of Invulnerability2.0 potion [Plot Item] Nature Grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
medical injector implant of the warrior (efficiency 208% / cooldown 50%)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 208% efficiency and cooldown mod of 50%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the sneak (steam 16)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 16.5 steam per turn. Can be activated for an instant burst of 82 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 18)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 18.3 steam per turn. Can be activated for an instant burst of 91 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 15)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 15.2 steam per turn. Can be activated for an instant burst of 75 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 24%; reduction 4; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 24% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the sneak (heal 343; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 343 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the sneak (heal 319; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 319 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the titan (heal 288; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 288 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the wizard (heal 159; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 159 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
heroism infusion of the sneak (die at -771; dur 7; cd 27)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -771 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 771 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 447%; cd 9)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 447% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 885%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 885% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 769%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 769% 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. |
regeneration infusion of the psychic (heal 540; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 540 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the psychic (heal 564; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 564 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion (res 20%; mental, physical; dur 4; cd 15)0.1 infusion scroll [Normal] Nature 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 nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the psychic (res 47%; mental, physical; dur 2; cd 15)0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 47% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the psychic (res 45%; mental; dur 3; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 45% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; acid, physical, temporal, nature, arcane)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 2 physical, 5 temporal, 3 nature, 3 arcane Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Ablative Armour0.1 T1 schematic scroll [Normal] [already known tinker] Reinforcing your armour with explosions isn't as crazy as it sounds! Adds armor and resists very large hits. Requires talents: - Explosives (2) - Smith (1) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (2) Example Item: crude ablative armour 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +2 Crit.chn- 7.00% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Allows your weapon to spray caustic acid on hit, reducing armor. Requires talents: - Smith (1) - Chemistry (1) Requires ingredients: - lump of iron (3) Example Item: crude acid groove 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Helps keep your airway open and lets you hold your breath longer. Requires talents: - Therapeutics (1) - Mechanical (1) Requires ingredients: - lump of iron (2) - stack of herbs (viperweed) (2) Example Item: simple air recycler 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +10% Returns 1 air each turn. Tinkers can be attached to normal items to improve them with steam power! 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 [Normal] [already known tinker] An ingenius collection of tough no-spill pockets allows you to keep all those dangerous reagents close at hand. (increases acid, fire, nature and blight damage.) Requires talents: - Therapeutics (1) - Chemistry (3) Requires ingredients: - stack of herbs (viperweed) (4) Example Item: crude alchemist's helper 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: dps ---------- Dmg.mod +5% acid +5% fire +5% nature +5% blight Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] A special shot filled with antimagic sap. Requires talents: - Explosives (2) - Therapeutics (1) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude antimagic shell 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Antimagic Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special antimagic shot with your steamgun(s) at a target for 100% normal weapon damage. The shot will release antimagic sap on the target, doing 289.62 arcane resource burn damage. This talent does not use ammo as it is the ammo. Sap damage scales with Steampower. Tinkers can be attached to normal items to improve them with steam power! 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 [Normal] [already known tinker] Want more defense? Wear more armour! Requires talents: - Smith (1) Requires ingredients: - lump of iron (4) Example Item: iron armour reinforcement 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +1 Hardiness +20% Fatigue +5% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Black Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Make the invisible visible. Requires talents: - Electricity (1) - Chemistry (2) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (2) Example Item: crude black light emitter 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to lite When attached: dps ---------- Dmg.mod +5% darkness ---------- misc Light -1 Infravis +2 See.Invis +2 Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Botanical Shell0.1 T1 schematic scroll [Normal] [already known tinker] A special shot grows moss on impact. Requires talents: - Explosives (3) - Therapeutics (2) Requires ingredients: - stack of herbs (viperweed) (3) - lump of iron (1) Example Item: crude botanical shell 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Botanical Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special botanical shot with your steamgun(s) at a target for 100% weapon damage as nature. The shot will release spores which grow into Nourishing Moss in a radius of 1 for 5 turns. Each turn the moss deals 36.15 nature damage to each foe within its radius. This moss has vampiric properties and heals the user for 79% of the damage done. This talent does not use ammo as it is the ammo. Moss damage scales with Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] A special shot that releases acid on impact. Requires talents: - Explosives (2) - Chemistry (1) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude corrosive shell 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Corrosive Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special corrosive shot with your steamgun(s) at a target for 191% weapon damage as acid. The acid released by the shot will also corrode the target, reducing its accuracy, defense and armour by 36. This talent does not use ammo as it is the ammo. Corrosion strength scales with Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Crystal Edge0.1 T1 schematic scroll [Normal] [already known tinker] Adding a crystal blade to your weapon will make it the flashiest around! (with added light damage and increased critical multiplier) Requires talents: - Smith (4) Requires ingredients: - lump of iron (1) Requires items: - citrine Example Item: iron crystal edge 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: dps ---------- Crit.mult +3.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Protect yourself with the Power of Magnetism! Attach this device to your belt and watch those bullets miss every time! (not guaranteed to work every time) Requires talents: - Electricity (2) Requires ingredients: - lump of iron (2) Example Item: iron deflection field 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Defense +2 (+1 eff.) Proj.slow +5% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] A special shot that explodes on impact. Requires talents: - Explosives (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (1) Example Item: crude explosive shell 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Explosive Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special explosive shot with your steamgun(s) at a spot within range. When each shot reaches its target, it does normal steamgun damage and explodes within radius 1, which does 315.44 physical damage. This talent does not use ammo as it is the ammo. Tinkers can be attached to normal items to improve them with steam power! 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 [Normal] [already known tinker] Creates a small psionic device that will taunt nearby enemies and reflect damage received. Requires talents: - Mechanical (2) - Electricity (1) - Smith (2) Requires ingredients: - lump of iron (3) Example Item: iron fatal attractor 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Fatal Attractor Effective talent level: 2.5 Use mode: Activated Steam cost: 20 Range: 7 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Quickly create a psionic-enhanced metal contraption that lures all your foes to it and reflects 30% of the damage it takes to its attackers. The contraption will have 635 life and last 5 turns. Damage, life, resists, and armor scale with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] A powerful salve that can clean magical detrimental effects from your body and grant a fiery aura (fire, light and lightning affinity). To be used with the medical injector implant. Requires talents: - Therapeutics (3) Requires ingredients: - stack of herbs (viperweed) (3) - ritch stinger (2) Example Item: simple fiery salve [power 27] 1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 234% efficiency and 89% cooldown modifier. Remove 1 magical effects and grants a fiery aura (27% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] New cloak doesn't have all the resistances you wanted? A fireproof coating it just what you need! Requires talents: - Chemistry (2) Requires ingredients: - stack of herbs (viperweed) (2) Example Item: crude fireproof coating 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +5% light +5% fire Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flare Shell0.1 T1 schematic scroll [Normal] [already known tinker] A special shot that releases intense light on impact. Requires talents: - Explosives (3) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude flare shell 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Flare Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special explosive shot with your steamgun(s) at a spot within range. When each shot reaches its target, it does normal steamgun damage and explodes within radius 2, which lights up the area and blinds for 4 turns. This talent does not use ammo as it is the ammo. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] What is better than throwing sand in someone's face? Throwing sand that shines as bright as the Sun! Requires talents: - Chemistry (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude flash powder 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Flash Powder Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Throw a handful of dust that rapidly oxidises, releasing a blinding light. Creatures in a cone of radius 5 are blinded for 4 turns. The blindness effect is applied with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] A simple contraption consisting of a gem and some metal to enhance your sight, detection and infravision! At tier 4 it even allows you to fight while blinded. Amazing! Requires talents: - Smith (1) Requires ingredients: - lump of iron (2) Requires items: - citrine Example Item: crude focus lens 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] A powerful salve that can clean physical detrimental effects from your body and grant a frost aura (cold, darkness and nature affinity). To be used with the medical injector implant. Requires talents: - Therapeutics (2) Requires ingredients: - stack of herbs (viperweed) (3) - ice ant stinger (2) Example Item: simple frost salve [power 27] 1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 234% efficiency and 89% cooldown modifier. Remove 1 physical effects and grants a frost aura (27% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] This mesh of fungal threads absorbs nutrients for salves to provide you with added healing! Requires talents: - Therapeutics (3) Requires ingredients: - stack of herbs (viperweed) (5) Example Item: simple fungal web 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 25 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Keeping yourself grounded is very important, especially around lightning mages. Increases lightning and stun resistance. Requires talents: - Smith (1) - Electricity (1) Requires ingredients: - lump of iron (2) Example Item: iron grounding strap 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +6% lightning Stun/Frz- +10% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Hand Cannon0.1 T1 schematic scroll [Normal] [already known tinker] Allows you to fire your equipped shot or arrow ammo via your gloves. Requires talents: - Mechanical (4) - Explosives (2) Requires ingredients: - lump of iron (3) Example Item: iron hand cannon 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Hand Cannon Effective talent level: 2.5 Use mode: Activated Steam cost: 20 Range: 10 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Fires your ammo at an enemy in range 10 for 191% weapon damage. If this tinker is made of voratun you will fire an additional shot. This shot is a ranged melee attack but will use the ranged procs of your ammo as well. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] So much more convenient than a lantern on your waist. Requires talents: - Explosives (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (1) Example Item: crude head lamp 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +1 (+0 eff.) ---------- misc Light +3 Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] A powerful healing salve. To be used with the medical injector implant. Requires talents: - Therapeutics (2) Requires ingredients: - length of troll intestine (1) - stack of herbs (viperweed) (4) Example Item: simple healing salve [power 337] 1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 234% efficiency and 89% cooldown modifier. Heal 337 Puts Talent Medical Injector on 15 cooldown Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hook Shell0.1 T1 schematic scroll [Normal] [already known tinker] A special shot moving yourself, or others quickly. Requires talents: - Explosives (2) - Mechanical (2) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (3) Example Item: crude hook shell 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Hook Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special hook shot with your steamgun(s) at a target creature or location. If you target a creature, they are pulled up to 5 tiles towards you. If you target an empty tile, you are pulled up to 5 tiles towards it. This talent does not use ammo as it is the ammo. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Incendiary Groove0.1 T1 schematic scroll [Normal] [already known tinker] A special reservoir seeps liquid fire onto the weapon, adding fire damage and setting the ground on fire when you hit. Requires talents: - Explosives (4) - Smith (1) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (2) Example Item: crude incendiary groove 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals fire damage and ignites the ground. Tinkers can be attached to normal items to improve them with steam power! 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 [Normal] [already known tinker] Attach powerful steam-powered pistons to your gloves, giving you a tight grip on your weapon (preventing disarming) and allowing you to crush a foe, pinning it and reducing its defense and armour. Requires talents: - Mechanical (1) Requires ingredients: - lump of iron (3) Example Item: iron grip 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +60% ---------- misc Talents +1 Iron Grip Effective talent level: 2.5 Use mode: Activated Steam cost: 20 Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Activate the pistons to crush your target for 3 turns and dealing 183% unarmed melee damage. While the target is held it can not move and its armour and defense are reduced by 32. Crush their bones! Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Helps keep your feet on the ground, but still allows mobility. Requires talents: - Mechanical (2) Requires ingredients: - lump of iron (4) Example Item: iron kinetic stabiliser 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +3 (+0 eff.) Pinning- +5% Knockbk- +5% Teleport- +100% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Lightning coils can be attached to melee weapons to generate a short range beam of electricity on melee crits. Requires talents: - Electricity (3) Requires ingredients: - lump of iron (3) Example Item: crude lightning coil 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon On critical strikes generates a 3 tiles lightning beam. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] A special shot that magnetises on impact. Requires talents: - Explosives (1) - Electricity (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude magnetic shell 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Magnetic Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special magnetic shot with your steamgun(s) at a target for normal weapon damage. The shot will magnetise the target for 7 turns. This lowers their defense and increases fatigue by 64. This talent does not use ammo as it is the ammo. Effect strength scales with Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Mana Coil0.1 T1 schematic scroll [Normal] [already known tinker] Mana coils can be attached to staves to improve mana regeneration and cast a lightning spell on spell hits. Requires talents: - Smith (1) - Electricity (2) Requires ingredients: - lump of iron (5) Requires items: - sapphire Example Item: crude mana coil 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon/staff When attached: ---------- misc Mana/turn +1.00 Mana regeneration, on spell hit 25% chances to cast lightning. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Supercharge your thinking and give your brain a boost with the Mental Stimulator! Requires talents: - Electricity (1) Requires ingredients: - lump of iron (2) Example Item: iron mental stimulator 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +2 Cun ----- def ----- Mind.save +3 (+1 eff.) Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Where you walk nature grows! Well moss. Sticky moss. Requires talents: - Therapeutics (2) Requires ingredients: - stack of herbs (viperweed) (4) Example Item: simple moss tread 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Stealth +2 ---------- misc Talents +1 Moss Tread Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: For 10 turns, you lay down Grasping Moss where you walk or stand. The moss is placed automatically every step and lasts 5 turns. Each turn the moss deals 36.15 nature damage to each foe standing on it. This moss is very thick and sticky causing all foes passing through it have their movement speed reduced by 45% and have a 32% chance to be pinned to the ground for 4 turns. The damage scales with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] A powerful salve that steels your body for a while, letting you survive below 0 life while increasing resistances. To be used with the medical injector implant. Requires talents: - Therapeutics (1) Requires ingredients: - sandworm tooth (2) - stack of herbs (viperweed) (3) Example Item: simple pain suppressor salve [power 285] 1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 234% efficiency and 89% cooldown modifier. Let you fight up to -285 life and reduces all damage by 12% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Poison grooves can be attached to weapons to apply a stacking poison on attacks. While this is ideal for stacking simple damage, you can't help but wonder if you could inflict stronger effects with more knowledge.. Requires talents: - Therapeutics (3) Requires ingredients: - lump of iron (3) Example Item: crude poison groove 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Power Distributor0.1 T1 schematic scroll [Normal] [already known tinker] The Power Distributor V2 ensures you have the energy where and when you need it, without any of the side effects like V1 had. Requires talents: - Therapeutics (1) - Electricity (2) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (2) Example Item: iron power distributor 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ---------- misc Stam/turn +0.10 Mana/turn +0.10 Psi/turn +0.10 Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Properly working and tempering a metal can make it harder than normal, and hold a sharper edge. Requires talents: - Smith (2) Requires ingredients: - lump of iron (2) Example Item: iron razor edge 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +4 Crit +4.0% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Regeneration Salve0.1 T1 schematic scroll [Normal] [already known tinker] A time-release healing salve that heals you over a few turns. To be used with the medical injector implant. Requires talents: - Therapeutics (2) Requires ingredients: - length of troll intestine (1) - stack of herbs (viperweed) (4) Example Item: simple regeneration salve [power 411] 1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 234% efficiency and 89% cooldown modifier. Heal 411 over 5 turns Puts Talent Medical Injector on 15 cooldown Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Attach small steam rocket to your boots, granting faster movement and leaving a trail of fire to burn those foolish enough to follow you. Requires talents: - Mechanical (2) Requires ingredients: - lump of iron (5) Example Item: iron rocket boots 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +1 Rocket Boots Effective talent level: 2.5 Use mode: Sustained Drains steam: 15 Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Activate the rocket boots, firing huge flames from your boots increasing your movement speed by 175%. Each movement will leave a trail of flames doing 196.16 fire damage for 4 turns. Doing any other actions will break the effect. Burninate them all! Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Protects your armour from nasty corrosives like swamp, sea spray, acids, orc sweat, drake saliva... Requires talents: - Smith (1) - Chemistry (2) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude rustproof coating 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Resists +10% acid 10% chance to avoid a detrimental acid subtype effect. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] A mechanical device for launching a spinning buzzsaw! What else could you want? Requires talents: - Mechanical (1) - Smith (1) Requires ingredients: - lump of iron (3) Example Item: iron saw projector 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Project Saw Effective talent level: 2.5 Use mode: Activated Steam cost: 10 Range: 5 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You activate hidden springs to project a saw towards your foes. Any creature caught in the beam takes 393.08 physical damage and bleeds for half more in 5 turns. The damage increases with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] A special shot that slices 'n' dices. Requires talents: - Explosives (1) - Mechanical (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude saw shell 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Saw Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special steamsaw shot with your steamgun(s) at a target for 226% physical weapon damage. The steamsaw will cut into the target, doing 113% physical weapon damage over 5 turns. This talent does not use ammo as it is the ammo. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Not only does it help seal wounds, protecting you from bleeding and enhancing your healing, it also protects from armour chafe! Requires talents: - Therapeutics (2) Requires ingredients: - stack of herbs (viperweed) (3) Example Item: simple second skin 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +2.00 Poison- +30% Disease- +30% Cut- +30% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Shocking Edge0.1 T1 schematic scroll [Normal] [already known tinker] Attaching a capacitor to your weapon in just the right way is a great way to shock your enemies. Requires talents: - Smith (1) - Electricity (2) Requires ingredients: - lump of iron (3) Example Item: iron shocking edge 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Gives you the Electric Touch. Higher tiers will chain. Requires talents: - Electricity (3) Requires ingredients: - lump of iron (2) Example Item: iron shocking touch 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Shocking Touch Effective talent level: 2.5 Use mode: Activated Steam cost: 10 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Touch a creature to release a nasty electrical charge into them, doing 266.96 lightning damage. If this tinker is above tier 1, the electricity can arc to another target up to 2 tiles away. The number of enemies hit is at most the tinker tier. The damage increases with your Steampower. Tinkers can be attached to normal items to improve them with steam power! 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 [Normal] [already known tinker] In addition to making a weapon look more fancy, it also makes it more deadly against undead and other nasties. Requires talents: - Smith (3) Requires ingredients: - lump of iron (2) Example Item: iron silver filigree 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Against +7% Undead +7% Demon +7% Horror Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Solid Shell0.1 T1 schematic scroll [Normal] [already known tinker] A special shot that packs a punch. Requires talents: - Explosives (3) - Smith (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude solid shell 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Solid Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special solid shot with your steamgun(s) at a target for 226% physical weapon damage. The weight of the shot will knock the target back 3 tiles. This talent does not use ammo as it is the ammo. Tinkers can be attached to normal items to improve them with steam power! 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 [Normal] [already known tinker] Adding metal spikes to anything makes it more dangerous. (and also unwieldy and inconvenient) Requires talents: - Smith (1) Requires ingredients: - lump of iron (3) Example Item: iron spike attachment 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 10 physical ----- def ----- Armour +4 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Attach a spring loaded mechanism to your gloves, allowing you to drag enemies into melee range and deliver a quick blow, pinning them in front of you. Requires talents: - Mechanical (1) Requires ingredients: - lump of iron (3) Example Item: iron grapple 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Spring Grapple Effective talent level: 2.5 Use mode: Activated Steam cost: 30 Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Grab the target and pull them towards you, striking for 150% unarmed melee damage, and if you hit, pinning them for 3 turns. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
10 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Dismantle any one sling, add some amazing steampower to it and make a powerful steamgun to fire a bullet hell at your foes! Requires talents: - Explosives (1) - Smith (1) Requires ingredients: - lump of iron (7) Requires: - a sling (not unique) Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Dismantle any one handed sword/axe/mace, add some amazing steampower to it and make a powerful steamsaw to shred your foes to pieces! Requires talents: - Smith (2) - Mechanical (1) Requires ingredients: - lump of iron (7) Requires: - a one handed sword/axe/mace (not unique, without a special damage type) Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Thunder Grenade0.1 T1 schematic scroll [Normal] [already known tinker] Small radius, but stuns quite well. Requires talents: - Explosives (3) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude thunder grenade 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ---------- misc Talents +1 Thunder Grenade Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: 6 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Throw a grenade at your foes, dealing 150.21 physical damage in radius 1. Creatures hit will also be stunned for 2 turns. The stun effect is applied with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Coat your weapon in a substance that will react destructively on impact, causing your attacks to burst out in an area. Requires talents: - Explosives (1) Requires ingredients: - lump of iron (3) Example Item: crude thunderclap coating 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On Hit.r1 +14 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! 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 [Normal] [already known tinker] Amaze your friends with this cannister launcher which lets you project deadly poison clouds with but a wave of your hand. Deadly! Requires talents: - Smith (2) Requires ingredients: - stack of herbs (viperweed) (8) - lump of iron (10) Example Item: iron toxic cannister launcher 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Toxic Cannister Launcher Effective talent level: 2.5 Use mode: Activated Steam cost: 20 Range: 7 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Launch a cannister filled with toxic gas at a location. Every 2 turns the cannister emits a poison cloud of radius 3 around it each turn. The poison does 299.60 nature damage over 5 turns. The cannister has 635 life and lasts 8 turns. When it ends or is destroyed a last cloud is created. Damage, life, resists, and armor scale with your Steampower. Damage and penetration are inherited from the creator. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] A powerful salve that makes you more resilient to physical, mental and magic effects and grants increased healing. To be used with the medical injector implant. Requires talents: - Therapeutics (5) Requires ingredients: - stack of herbs (viperweed) (3) - minotaur nose (1) Requires items: - frost salve - water salve - fiery salve Example Item: simple unstoppable force salve [power 67] 1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 234% efficiency and 89% cooldown modifier. Increases all saves by 67 and healing factor by half Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Viral grooves allow your weapons to apply an infectious agent on contact, dealing immediate blight damage and reducing their highest stat. While this strain is effective it lacks the ability to spread or adapt to its hosts weaknesses. Perhaps there are better methods to be found. Requires talents: - Therapeutics (3) - Smith (1) Requires ingredients: - lump of iron (3) Example Item: crude viral injector 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon Infects targets with a stat reducing disease. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Blight is not dirty to a Tinker, it is useful! By combining blighted materials with a simple mechanical gun, you can fire a low damaging attack that infects foes with terrible diseases. Requires talents: - Smith (3) Requires ingredients: - chunk of ghoul flesh (7) - lump of iron (8) Example Item: iron viral needlegun 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Viral Needlegun Effective talent level: 2.5 Use mode: Activated Steam cost: 10 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a cone of blighted needles, hitting everything in a frontal cone of radius 5 for 97.03 physical damage. Each creature hit has a 36% chance of being infected by a random disease, doing 22.40 blight damage and reducing either Constitution, Strength or Dexterity by 10 for 20 turns. The damage and disease effects increase with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell0.1 T1 schematic scroll [Normal] [already known tinker] A special shot that releases electricity on impact. Requires talents: - Explosives (2) - Electricity (2) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (3) Example Item: crude voltaic shell 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Voltaic Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special voltaic shot with your steamgun(s) at a target for 100% weapon damage as lightning. The shot will release powerful electrical currents at up to 2 nearby enemies. Each bolt does 278.23 lightning damage. This talent does not use ammo as it is the ammo. Bolt damage scales with Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] A powerful salve that can clean mental detrimental effects from your body and grant a water aura (blight, mind and acid affinity). To be used with the medical injector implant. Requires talents: - Therapeutics (3) Requires ingredients: - vial of squid ink (1) - stack of herbs (viperweed) (3) Example Item: simple water salve [power 27] 1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 234% efficiency and 89% cooldown modifier. Remove 1 mental effects and grants a water aura (27% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Old cloak not keeping you as dry as it used to? A waterproof coating it just what you need! Requires talents: - Chemistry (1) Requires ingredients: - stack of herbs (viperweed) (2) Example Item: crude waterproof coating 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +5% nature +5% cold Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: White Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Add more light to your light! Requires talents: - Chemistry (1) - Electricity (2) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (3) Example Item: iron white light emitter 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to lite When attached: dps ---------- Dmg.mod +4% light ---------- misc Light +1 See.Stealth +2 Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Heat is energy. Using your knowledge of physics, chemistry, and blacksmithing you can add a chilling edge to your weapons. While the damage this deals is relatively small each blow will also cause your enemies to lose one tenth of a turn. Requires talents: - Smith (1) - Chemistry (3) Requires ingredients: - lump of iron (3) Example Item: crude winterchill edge 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals cold damage and slows. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Chofast the Stormsun =+10% ntr pen=0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +9% light Res.pen +10% nature Melee Ret 6 lightning ----- def ----- Resists +3% lightning Amulets make your neck look great! |
Glintbore0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +2 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+0 eff.) Dmg.mod +5% acid +30% light +5% lightning +5% fire +6% arcane +5% cold Res.pen +20% light ----- def ----- Resists +5% arcane ---------- misc Light +3 Amulets make your neck look great! |
Noonstreak =+0.14 mindstar mastery=0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Spell.pwr +5 (+0 eff.) S.pwr/crit +4 Dmg.mod +3% light +9% blight ----- def ----- Resists +3% mind ---------- misc Max.mana +80.00 Masteries +0.14 Wild-gift/Mindstar mastery Amulets make your neck look great! |
copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun Amulets make your neck look great! |
grounding copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +11% lightning Stun/Frz- +24% Amulets make your neck look great! |
starlit copper amulet of mastery (0.11 Wild-gift / Thunder)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +11% light +11% darkness Blind- +21% ---------- misc Masteries +0.11 Wild-gift/Thunder Amulets make your neck look great! |
Galesorrow =-27% blind=0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +5% lightning ----- def ----- Defense +5 (+1 eff.) Resists +9% lightning +15% light +26% darkness Mind.save +3 (+1 eff.) Blind- +27% Poison- +20% Cut- +20% Teleport- +20% Amulets make your neck look great! |
The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
grounding steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +15% lightning Heal.mod +15% Cut- +50% Stun/Frz- +21% Heal: Puts all charms on 35 cooldown Level 4.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 633 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
wanderer's steel amulet0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +3 Dex +4 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +1.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
Mirror Shards0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 264 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Shard of Insanity0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+1 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+8 eff.) Confus- -100% On Mind Hit: 8% Sunder Mind 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
serendipitous gold amulet of mastery (0.22 Steamtech / Physics)0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +11 Lck dps ---------- Acc +10 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Unseen.red 12% ---------- misc Masteries +0.22 Steamtech/Physics Amulets make your neck look great! |
warmaker's gold amulet of mastery (0.15 Wild-gift / Blaze)0.1 T3 amulet jewelry [Ego+] Master While equipped: Stats +6 Str +6 Dex +6 Wil ---------- misc Masteries +0.15 Wild-gift/Blaze Amulets make your neck look great! |
Elurata the Phoenixslicer0.1 T4 amulet jewelry [Rare] Master While equipped: Stats +11 Wil +3 Cun +3 Con dps ---------- Phys.pwr +9 (+1 eff.) Phys.spd +10% Dmg.mod +6% temporal +9% physical +9% fire Melee Ret 10 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ---------- misc Infravis +3 Amulets make your neck look great! |
Zemekkys' Broken Hourglass0.1 T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil dps ---------- Dmg.mod +10% temporal ----- def ----- Resists +20% temporal Res.Cap +5% temporal ---------- misc Spell.cld 10% Time Stop: Level 2.5 Pwr.cost 50 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
stralite amulet 'Scabhunt' =-34% blind 20% -spd=0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +6 Cun +5 Wil dps ---------- Acc +10 (+2 eff.) On Hit (Melee): * 20% chance to slow global speed by 77% ----- def ----- Defense +30 (+8 eff.) Blind- +34% ---------- misc Infravis +12 Sight +2 See.Invis +13 Amulets make your neck look great! |
Cherim0.1 T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +9 Dex +5 Mag +11 Cun +9 Con dps ---------- Mind.pwr +5 (+1 eff.) S.pwr/crit +6 Mov.spd +10% Melee+ 13 light 14 darkness Dmg.mod +14% light +12% darkness Res.pen +10% mind Melee Ret 10 mind On Melee Ret: * 14% chance to blind * 10% chance to reduce damage dealt by 38% ----- def ----- Fatigue -10% HP.reg +4.00 ---------- misc Stam/turn +1.40 Mana/turn +0.47 Equi/ret +0.08 Max.mana +57.00 Max.hate +2.00 Amulets make your neck look great! |
archmage's voratun amulet of perfection (0.40 Wild-gift / Harmony,0.40 Wild-gift / Cyclone)0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Mag dps ---------- Spell.crit +4% Spell.pwr +5 (+0 eff.) Dmg.mod +7% acid +7% fire +6% cold +7% lightning ---------- misc Masteries +0.40 Wild-gift/Harmony +0.40 Wild-gift/Cyclone Amulets make your neck look great! |
protective voratun amulet of manastreaming0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Mag dps ---------- S.pwr/crit +4 ----- def ----- Armour +4 Defense +9 (+2 eff.) Res.Cap +5% all Phys.save +14 (+3 eff.) ---------- misc Mana/turn +0.33 Max.mana +44.00 Amulets make your neck look great! |
restful voratun amulet of manastreaming0.1 T5 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +5 Mag dps ---------- S.pwr/crit +5 ----- def ----- Fatigue -9% HP.reg +4.00 ---------- misc Mana/turn +0.28 Max.mana +46.00 Amulets make your neck look great! |
warmaker's voratun amulet of willpower (+8)0.1 T5 amulet jewelry [Ego+] Nature/Master While equipped: Stats +8 Str +8 Dex +15 Wil Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Iceclamor0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +18% temporal +3% cold Res.pen +5% cold Melee Ret 4 temporal ----- def ----- Resists +12% temporal Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great! |
Porodhessra the copper ring =-22% ltng=0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Cun dps ---------- Mind.crit +3% Mind.pwr +5 (+1 eff.) Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Mind.save +12 (+3 eff.) ---------- misc Hate/m.crit +1.00 Max.hate +2.00 Rings make your fingers look great! |
copper ring 'Smoldercrack'0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +9% fire Res.pen +5% light +5% fire ----- def ----- Resists +3% nature Mind.save +4 (+1 eff.) Rings make your fingers look great! |
copper ring of light (+22%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% light ----- def ----- Resists +22% light Rings make your fingers look great! |
Aerigen0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Cun +4 Dex dps ---------- Dmg.mod +11% acid +11% fire Acc +6 (+1 eff.) ----- def ----- Resists +22% acid +22% fire +3% nature +6% cold Spell.save +12 (+3 eff.) Rings make your fingers look great! |
Borygas0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Wil dps ---------- Phys.crit +2.0% Dmg.mod +3% physical +12% fire On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 10 ----- def ----- Armour +2 Fatigue -5% Resists +24% fire Phys.save +3 (+0 eff.) Mind.save +6 (+2 eff.) ---------- misc Max.enc +20 Rings make your fingers look great! |
Freezequeen0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +27% cold Res.pen +20% mind +25% cold Acc +11 (+3 eff.) Apr +9 On Hit (Melee): * 20% chance to reduce all saves and defense by 47 ----- def ----- Defense +11 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 177% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
steel ring 'Lightningbrawn' =-28% blind=0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +21% mind Res.pen +20% lightning Melee Ret 4 mind 10 lightning ----- def ----- Resists +15% mind +6% cold Blind- +28% ---------- misc Infravis +4 See.Stealth +11 See.Invis +11 Rings make your fingers look great! |
Arthohek the Nightjam =-20% conf=0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Melee Ret 8 arcane ----- def ----- Resists +6% acid +18% cold +9% nature +6% darkness Phys.save +12 (+2 eff.) Spell.save +13 (+3 eff.) Mind.save +13 (+3 eff.) HP.reg +2.00 Disarm- +20% Confus- +20% Rings make your fingers look great! |
Brightpierce0.1 T3 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +6 Cun +6 Dex dps ---------- Dmg.mod +10% mind +12% fire Acc +5 (+1 eff.) ----- def ----- Resists +9% fire +10% mind +5% arcane HP.reg +2.00 Stun/Frz- +26% Rings make your fingers look great! |
Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+2 eff.) Knockbk- +100% ---------- misc Masteries +0.20 Psionic/Blade defense This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
gold ring 'Ebonygasher' =20% -dam -def=0.1 T3 ring jewelry [Rare] Master While equipped: Stats +6 Cun dps ---------- Dmg.mod +3% darkness +12% mind Res.pen +20% cold +10% darkness +20% mind Melee Ret 6 cold On Hit (Melee): * 20% chance to reduce all saves and defense by 47 * 20% chance to reduce damage dealt by 38% ----- def ----- Defense +12 (+3 eff.) Rings make your fingers look great! |
gold ring 'Galibers'0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +16% physical ----- def ----- Resists +12% darkness +16% physical Crit.chn- 15.00% Phys.save +18 (+4 eff.) Mind.save +18 (+4 eff.) Disarm- +20% Rings make your fingers look great! |
gold ring of pilfering0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +9 (+2 eff.) Apr +10 ----- def ----- Defense +9 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 177% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
marksman's gold ring of speed0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +4 Dex dps ---------- Mov.spd +16% Acc +18 (+4 eff.) ----- def ----- Defense +10 (+3 eff.) Blinding Speed: Puts all charms on 40 cooldown Level 5.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 42% for 5 turns. Rings make your fingers look great! |
pixie's gold ring of clarity =-28% conf=0.1 T3 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +5 Cun +4 Mag dps ---------- Spell.pwr +7 (+0 eff.) ----- def ----- Mind.save +7 (+2 eff.) Confus- +28% Rings make your fingers look great! |
Adenor the Fogzephyr =23% -dam +15% ltng pen=0.1 T4 ring jewelry [Rare] Nature While equipped: Stats +3 Wil +10 Con dps ---------- Dmg.mod +21% darkness +18% cold Res.pen +15% lightning On Hit (Melee): * 23% chance to reduce damage dealt by 38% ----- def ----- Resists +18% lightning +36% cold +18% darkness Rings make your fingers look great! |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-1 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Glariwyn =-20% conf=0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Melee Ret 10 blight ----- def ----- Defense +30 (+8 eff.) Fatigue -9% Resists +15% nature Spell.save +9 (+2 eff.) Max.HP +100.00 Confus- +20% ---------- misc Max.enc +35 Max.stam +30.00 Rings make your fingers look great! |
Glowwinnow =-44% blind=0.1 T4 ring jewelry [Rare] Arcane While equipped: ----- def ----- Defense +30 (+8 eff.) Resists +6% light +18% cold Heal.mod +10% Blind- +44% Pinning- +20% Knockbk- +20% ---------- misc Infravis +6 See.Stealth +19 See.Invis +19 Rings make your fingers look great! |
Quenchlore the stralite ring0.1 T4 ring jewelry [Rare] Master While equipped: Stats +11 Str +4 Wil dps ---------- Dmg.mod +18% cold ----- def ----- Resists +5% arcane +21% cold Crit.chn- 15.00% Max.HP +44.00 Disarm- +41% Pinning- +43% Knockbk- +38% Rings make your fingers look great! |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Thundercrack =+20% mind ltng pen=0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +20% mind +20% lightning ----- def ----- Armour +14 Resists +24% acid +12% darkness +9% mind Max.HP +124.00 Disarm- +32% Pinning- +44% Stun/Frz- +23% Knockbk- +44% Rings make your fingers look great! |
marksman's stralite ring of lightning (+28%)0.1 T4 ring jewelry [Ego] Nature/Master While equipped: Stats +6 Dex dps ---------- Dmg.mod +14% lightning Acc +12 (+3 eff.) ----- def ----- Resists +28% lightning Rings make your fingers look great! |
marksman's stralite ring of pilfering0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +6 Dex dps ---------- Acc +21 (+5 eff.) Apr +13 ----- def ----- Defense +14 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 177% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
painweaver's stralite ring of life0.1 T4 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +13 (+0 eff.) Mind.pwr +11 (+2 eff.) Dmg.mod +6% all ----- def ----- Max.HP +74.00 HP.reg +13.00 Heal.mod +10% Rings make your fingers look great! |
sneakthief's stralite ring of pilfering0.1 T4 ring jewelry [Ego++] Master While equipped: Stats +7 Cun +8 Dex dps ---------- Acc +26 (+6 eff.) Apr +13 ----- def ----- Defense +15 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 177% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
stralite ring 'Layuta' =-36% conf=0.1 T4 ring jewelry [Rare] Psionic While equipped: Stats +6 Str dps ---------- Acc +31 (+8 eff.) Apr +5 ----- def ----- Defense +20 (+5 eff.) Resists +9% temporal Mind.save +19 (+4 eff.) HP.reg +4.18 Confus- +36% Rings make your fingers look great! |
warrior's stralite ring of clarity0.1 T4 ring jewelry [Ego] Master/Psionic While equipped: Stats +6 Str ----- def ----- Armour +12 Mind.save +13 (+3 eff.) Confus- +28% Rings make your fingers look great! |
Glory of the Pride0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+9 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Ivaba the Poxorder0.1 T5 ring jewelry [Rare] Arcane While equipped: Stats +12 Cun +10 Mag dps ---------- Mind.crit +3% Melee+ 40 light Ranged+ 33 light Dmg.mod +20% light +24% cold Melee Ret 8 nature 8 cold ----- def ----- Resists +20% nature Mind.save +9 (+2 eff.) Rings make your fingers look great! |
Mnemonic0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+2 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+5 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 3.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Sepsisarc the voratun ring0.1 T5 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +24% nature Res.pen +10% darkness +15% light +26% nature On Hit (Melee): * 20% chance to reduce damage dealt by 38% ----- def ----- Resists +20% darkness +6% light +20% nature Mind.save +15 (+4 eff.) Confus- +48% Rings make your fingers look great! |
gladiator's voratun ring of life0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +10 Str +10 Con dps ---------- Phys.pwr +9 (+1 eff.) ----- def ----- Max.HP +78.00 HP.reg +20.00 Heal.mod +16% Rings make your fingers look great! |
mule's voratun ring of sensing0.1 T5 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -8% Blind- +36% ---------- misc Max.enc +31 Infravis +5 See.Stealth +16 See.Invis +20 Rings make your fingers look great! |
mule's voratun ring of the mountain (+15%)0.1 T5 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +15% physical ----- def ----- Fatigue -4% Resists +15% physical ---------- misc Max.enc +36 Rings make your fingers look great! |
pixie's voratun ring of corrosion (+32%)0.1 T5 ring jewelry [Ego+] Arcane/Nature While equipped: Stats +6 Cun +2 Mag dps ---------- Spell.pwr +10 (+0 eff.) Dmg.mod +16% acid ----- def ----- Resists +32% acid Rings make your fingers look great! |
voratun ring 'Tarig'0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Str +8 Dex +11 Mag +7 Wil dps ---------- Spell.pwr +11 (+0 eff.) Dmg.mod +12% arcane Res.pen +25% arcane Acc +33 (+8 eff.) Apr +16 ----- def ----- Defense +17 (+4 eff.) Crit.chn- 10.00% ---------- misc Infravis +2 Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 177% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
potent elven-wood magestaff of wizardry (63 - 75 damage, 5 apr, arcane element)5.0 T4 staff 2H weapon [Ego+] Arcane Power 34.0 - 40.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.crit +4% Spell.pwr +27 (+1 eff.) Dmg.mod +34% arcane ---------- misc Max.mana +83.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
arcing stralite greatsword of massacre (114 - 182 damage, 3 apr)3.0 T4 greatsword 2H weapon [Ego] Arcane/Master Power 65.0 - 104.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 19 damage Massive two-handed swords. |
slime-covered stralite greatsword of shearing (102 - 163 damage, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Disrupt/Master Power 48.0 - 76.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit: * 24% chance to slow global speed by 77% While equipped: dps ---------- Res.pen +17% all Acc +30 (+7 eff.) Apr +19 Massive two-handed swords. |
stralite greatsword of ruin (101 - 162 damage, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Master Power 47.0 - 75.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +17.0% Crit.mult +42.00% Apr +19 Massive two-handed swords. |
voratun longsword of torment (89 - 125 damage, 6 apr)3.0 T5 longsword 1H weapon [Ego+] Psionic Power 41.0 - 57.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Sharp, long, and deadly. |
hateful stralite mace of erosion (85 - 119 damage, 5 apr)3.0 T4 mace 1H weapon [Ego] Nature/Psionic Power 35.5 - 49.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Melee+ +14 nature +17 darkness Against +11% Living Blunt and deadly. |
Healpulverizer (81 - 114 damage, 5 apr)3.0 T4 waraxe 1H weapon [Rare] Nature Power 31.5 - 44.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +41 nature While equipped: Stats +3 Con ----- def ----- Defense +37 (+9 eff.) Resists +24% light +9% cold Max.HP +60.00 Blind- +24% Teleport- +24% One-handed war axes. |
Nurezor the Shockpython (83 - 116 damage, 5 apr)3.0 T4 waraxe 1H weapon [Rare] Arcane Power 33.0 - 46.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +17 light +16 blight Against +25% Undead While equipped: dps ---------- Spell.crit +4% Spell.pwr +35 (+2 eff.) Melee Ret 12 lightning ----- def ----- Resists +12% light ---------- misc Mana/turn +0.36 Vim/s.crit +2.48 Max.mana +100.00 One-handed war axes. |
caustic stralite waraxe (81 - 113 damage, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Nature Power 31.0 - 43.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit.r2 +25 acid +37 nature While equipped: dps ---------- Res.pen +21% acid +19% nature Apr +13 One-handed war axes. |
voratun waraxe 'Glintwyrd' (88 - 123 damage, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Nature/Disrupt/Psionic Power 39.5 - 55.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit.r2 +42 acid +33 nature +8 light On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Deals 142 Manaburn damage and puts 1 random spell talent on cooldown for 6 turns (checks Confusion immunity) While equipped: Stats +2 Cun +12 Wil dps ---------- Dmg.mod +3% light Res.pen +25% acid +24% nature Apr +15 Melee Ret 4 lightning One-handed war axes. |
voratun waraxe 'Mucusshine' (88 - 124 damage, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Nature/Master Power 40.0 - 56.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +16 arcane On Crit.r2 +40 acid +90 fire +37 nature On Hit: * 20% chance to slow global speed by 77% While equipped: dps ---------- All.spd +11% Dmg.mod +9% nature Res.pen +22% acid +20% fire +40% nature Acc +15 (+4 eff.) Apr +10 Melee Ret 4 nature On Hit (Melee): * 24% chance to slow global speed by 77% ----- def ----- Defense +15 (+4 eff.) Resists +6% arcane Disarm- +49% One-handed war axes. |
hateful iron dagger of massacre (60 - 78 damage, 5 apr)1.0 T1 dagger 1H weapon [Ego] Master/Psionic Power 16.5 - 21.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +7 darkness Against +7% Living Sharp, short and deadly. |
stormbringer's iron dagger of massacre (61 - 79 damage, 5 apr)1.0 T1 dagger 1H weapon [Ego+] Nature/Master Power 17.0 - 22.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Crit.r2 +13 lightning +13 cold While equipped: dps ---------- Mov.spd +25% Res.pen +7% lightning +9% cold Sharp, short and deadly. |
flaming dwarven-steel dagger of shearing (62 - 80 damage, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Arcane/Master Power 18.0 - 23.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +11 fire While equipped: dps ---------- Res.pen +11% all Acc +17 (+4 eff.) Apr +11 Sharp, short and deadly. |
thought-forged dwarven-steel dagger of projection (62 - 80 damage, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Psionic Power 18.0 - 23.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +14 mind On Hit: * 25% chance to reduce all saves and defense by 47 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +4 Cun +3 Wil Sharp, short and deadly. |
stralite dagger of evisceration (71 - 93 damage, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Master Power 28.5 - 37.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Wound the target dealing 315 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +13.0% Phys.pwr +7 (+1 eff.) Sharp, short and deadly. |
warbringer's stralite dagger of ruin (72 - 94 damage, 9 apr)1.0 T4 dagger 1H weapon [Ego++] Master Power 29.5 - 38.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +6 Con dps ---------- Phys.crit +13.0% Crit.mult +26.00% Phys.pwr +11 (+2 eff.) Res.pen +12% physical Apr +13 ----- def ----- Disarm- +27% Sharp, short and deadly. |
balanced voratun dagger of enduring (77 - 100 damage, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Nature/Master Power 36.0 - 46.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +11 Con +11 Wil dps ---------- Acc +13 (+3 eff.) ----- def ----- Defense +15 (+4 eff.) Max.HP +110.00 Disarm- +37% Sharp, short and deadly. |
flaming voratun dagger of erosion (80 - 104 damage, 9 apr)1.0 T5 dagger 1H weapon [Ego] Arcane/Nature Power 39.5 - 51.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +18 nature On Hit.r1 +13 fire Sharp, short and deadly. |
Amethyst of Sanctuary (138 - 152 damage, 26 apr, mind damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic Power 15.0 - 16.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +26 Crit +6.0% Atk.spd 100% While equipped: Stats +8 Wil dps ---------- Mind.crit +7% Mind.pwr +14 (+3 eff.) ----- def ----- Resists +15% mind Mind.save +25 (+6 eff.) ---------- misc Max.psi +20.00 Masteries +0.30 Psionic/Focus +0.30 Psionic/Absorption Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Oozing Heart (143 - 158 damage, 25 apr, nature slow damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Disrupt Power 17.0 - 18.7 Nature slow Uses 50% Wil, 30% Cun 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 (+2 eff.) Dmg.mod +18% nature +15% acid ----- def ----- Resists +12% arcane +12% blight Spell.save +15 (+4 eff.) ---------- misc Masteries +0.10 Wild-gift/Slime +0.10 Wild-gift/Ooze Ooze Spit: Level 3.5 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 800% of base Description: Spit slime at your target doing 176.65 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 'Obsidianspawner' (131 - 144 damage, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Rare] Nature Power 12.5 - 13.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Melee+ +16 darkness On Crit.r2 +24 physical While equipped: dps ---------- Mind.crit +4% Phys.pwr +37 (+7 eff.) Mind.pwr +8 (+1 eff.) Acc +25 (+6 eff.) On Hit (Melee): * 24% chance to slow global speed by 77% ----- def ----- Resists +6% physical +6% arcane +12% darkness Phys.save +18 (+4 eff.) Spell.save +9 (+2 eff.) Mind.save +9 (+2 eff.) ---------- misc Equi/ret +2.10 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. |
pulsing mindstar of gales (134 - 148 damage, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego+] Nature Power 13.5 - 14.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Dmg.mod +12% lightning +12% cold +12% physical ----- def ----- Defense +26 (+7 eff.) Pinning- +32% ---------- 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. |
Alurab the Flashrage (140 - 154 damage, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Disrupt/Psionic Power 15.5 - 17.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Hit: * 21% chance to reduce damage dealt by 38% While equipped: dps ---------- Mind.crit +17% Mind.pwr +10 (+2 eff.) Dmg.mod +10% nature +15% lightning Res.pen +15% lightning ----- def ----- Resists +9% blight +3% temporal +9% darkness +9% all Disease- +21% ---------- misc Hate/m.crit +6.00 Psi/m.crit +6.00 Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Antimagic 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. |
Curly (141 - 155 damage, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 16.0 - 17.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +20 Cun dps ---------- Mind.crit +5% Crit.mult +50.00% Mind.pwr +10 (+2 eff.) Dmg.mod +14% lightning +10% cold +13% physical Res.pen +29% mind +10% arcane ----- def ----- Defense +30 (+8 eff.) Mind.save +13 (+3 eff.) Pinning- +40% ---------- misc Hate/m.crit +2.00 Max.hate +4.00 Max.psi +50.00 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. |
Eye of the Lost (143 - 158 damage, 27 apr, mind damage)3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 17.0 - 18.7 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * reduces mental save While equipped: Stats +3 Cun +7 Wil dps ---------- Mind.crit +7% Mind.pwr +10 (+2 eff.) Dmg.mod +10% mind Res.pen +15% mind ----- def ----- Resists +25% mind Mind.save +24 (+5 eff.) See all other beings around you for 5 turns. Uses 25 power out of 25/25 Activation is instant. A strange aura surrounds this mindstar. You feel a presence, but it is obscured, as if it refuses to be found. |
Galequarry the living mindstar (146 - 160 damage, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 18.0 - 19.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +4 blight On Hit.r1 +12 blight On Crit.r2 +4 lightning While equipped: Stats +7 Cun dps ---------- Mind.crit +5% Crit.mult +16.00% Mind.pwr +10 (+2 eff.) Melee+ 12 cold Dmg.mod +22% lightning +23% fire +18% blight +41% cold Res.pen +20% cold On Hit (Melee): * 21% chance to reduce strength, dexterity, and constitution by 10 ----- def ----- Armour +19 Resists +9% lightning +17% cold ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Psionic/Focus +0.20 Psionic/Projection 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. |
Hailhunger the living mindstar (142 - 156 damage, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature Power 16.5 - 18.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Hit.r1 +8 cold On Crit.r2 +12 arcane While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) All.spd +8% Melee+ 13 fire Dmg.mod +13% fire +9% nature +24% arcane Res.pen +9% fire +8% nature +10% arcane Melee Ret 2 arcane 6 cold ----- def ----- Resists +8% nature +20% fire Max.HP +43.00 HP.reg +1.90 ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Ouchy (142 - 156 damage, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 16.5 - 18.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) All.spd +10% Melee+ 12 fire Dmg.mod +16% lightning +14% cold +17% fire +26% physical Res.pen +18% fire +10% physical ----- def ----- Defense +36 (+9 eff.) Resists +24% lightning +10% physical +12% light +49% fire +6% temporal +12% cold Crit.chn- 5.00% Mind.save +3 (+1 eff.) Silence- +20% Pinning- +39% Stun/Frz- +20% ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.20 Psionic/Absorption 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. |
harmonious living mindstar of disruption (141 - 155 damage, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego++] Nature/Disrupt Power 16.0 - 17.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Against +13% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +6% nature Res.pen +7% nature ----- def ----- Resists +5% nature ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar of storms (143 - 158 damage, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego+] Nature Power 17.0 - 18.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Str +6 Dex +7 Mag +6 Wil +6 Cun +6 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Melee+ 14 lightning Dmg.mod +13% lightning Res.pen +20% lightning ----- def ----- Resists +14% lightning ---------- 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. |
Phoenixfoe (88 - 133 damage, 0 apr)3.0 T5 steamsaw 1H weapon [Rare] Nature/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +100 Melee+ +24 fire On Hit: * 24% chance to reduce all saves and defense by 47 Uses 1.0 Steam While equipped: Stats +7 Wil dps ---------- Dmg.mod +24% mind Res.pen +20% mind +31% fire On Hit (Melee): * 24% chance to reduce all saves and defense by 47 ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Max.HP +100.00 ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
pouch of voratun shots 'Kilnlore' (20/20, 113 - 136 damage, 6 apr)3.0 T5 shot ammo [Rare] Master Power 69.0 - 82.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 20 Ranged+ +24 blight +24 fire On Hit.r1 +24 light +24 fire On Crit.r2 +24 light +20 fire Shots are used with slings to pummel your foes to death. |
cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +12% blight +11% all Max.HP +76.00 HP.reg +3.80 Heal.mod +19% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
tormentor's cashmere robe of lightning (+33%) (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature/Psionic While equipped: Stats +7 Cun dps ---------- Crit.mult +16.00% Dmg.mod +22% lightning ----- def ----- Resists +33% lightning +11% all ---------- misc Hate/m.crit +4.00 Psi/m.crit +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Meh2 (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +4 Dex +5 Mag +7 Wil dps ---------- Spell.crit +6% Mind.crit +5% Spell.pwr +9 (+0 eff.) Mind.pwr +10 (+2 eff.) Dmg.mod +22% acid +30% temporal +30% darkness +28% mind +26% arcane +6% nature Res.pen +18% mind On Hit (Melee): * 20% chance to slow global speed by 77% ----- def ----- Resists +33% acid +12% nature +45% darkness +15% all ---------- misc Psi/turn +0.75 Max.mana +110.00 Max.psi +33.00 Light +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Mucusimmortal (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +7 Str +6 Mag +8 Wil dps ---------- Dmg.mod +29% lightning +25% physical +22% light +23% cold +19% nature +21% mind On Hit (Melee): * 20% chance to slow global speed by 77% ----- def ----- Resists +13% lightning +33% light +12% fire +12% cold +28% nature +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Whoosh (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Arcane While equipped: Stats +16 Mag +10 Wil dps ---------- Spell.crit +6% Spell.pwr +26 (+1 eff.) S.pwr/crit +7 Dmg.mod +25% acid +49% physical +12% blight +21% fire +30% temporal +16% cold Res.pen +13% temporal +20% arcane +15% physical ----- def ----- Resists +19% acid +19% physical +20% fire +20% cold +5% arcane +15% all Spell.save +30 (+8 eff.) Anom.red +16 Silence- +46% ---------- misc Vim/s.crit +1.00 Max.vim +30.00 Cooldown Refit Golem -6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's elven-silk robe of time (+17%) (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Dmg.mod +21% temporal ----- def ----- Resists +11% darkness +21% temporal +17% mind +15% all Phys.save +20 (+4 eff.) Spell.save +14 (+4 eff.) Mind.save +20 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven elven-silk robe of fire (+11%) (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Nature While equipped: Stats +7 Str +8 Mag +7 Wil dps ---------- Dmg.mod +20% lightning +25% physical +30% fire +14% cold ----- def ----- Resists +11% lightning +11% cold +45% fire +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cleansing hardened leather armour of cold resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Resists +13% blight +23% cold +15% nature A suit of armour made of leather. |
searing hardened leather armour of clarity (9 def, 6 armour)9.0 T3 light armor [Ego+] Arcane/Psionic While equipped: dps ---------- Melee+ 16 acid 14 fire Melee Ret 13 acid 13 fire ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Resists +22% acid +19% fire +7% mind Mind.save +18 (+4 eff.) A suit of armour made of leather. |
Startickler the reinforced leather armour (12 def, 7 armour)9.0 T4 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +30% light Res.pen +31% light Melee Ret 8 nature 12 light ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Resists +23% lightning +36% acid +21% darkness +6% arcane A suit of armour made of leather. |
rejuvenating reinforced leather armour of Toknor (12 def, 7 armour)9.0 T4 light armor [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +6.0% Crit.mult +16.00% Phys.pwr +9 (+1 eff.) ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% HP.reg +6.30 ---------- misc Stam/turn +1.70 A suit of armour made of leather. |
stralite mail armour of Eyal (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Max.HP +64.00 HP.reg +7.00 Heal.mod +18% A suit of armour made of mail. |
fortifying voratun mail armour of clarity (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +7 Str +6 Con ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +9% mind Mind.save +25 (+6 eff.) Max.HP +83.00 A suit of armour made of mail. |
hardened leather belt 'Mardemarek' =20% -spd=1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Str +4 Con dps ---------- On Hit (Melee): * 20% chance to slow global speed by 77% ----- def ----- Armour +8 Defense +7 (+2 eff.) Resists +6% temporal Crit.chn- 15.00% Phys.save +15 (+3 eff.) Spell.save +9 (+2 eff.) ---------- misc Psi/ret +0.08 A belt that goes around your waist. |
Girdle of Preservation1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+3 eff.) Spell.save +15 (+4 eff.) Mind.save +15 (+4 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Sewerguile =+25% ntr pen=1.0 T5 belt armor [Rare] Psionic While equipped: Stats +6 Wil dps ---------- Dmg.mod +24% arcane +27% darkness Res.pen +25% nature +29% acid Melee Ret 8 acid On Hit (Melee): * 23% chance to reduce armor by 19% ----- def ----- Resists +5% arcane Mind.save +15 (+4 eff.) Max.HP +96.00 A belt that goes around your waist. |
reinforced drakeskin leather belt of dampening1.0 T5 belt armor [Ego++] Nature/Master While equipped: ----- def ----- Armour +15 Defense +15 (+4 eff.) Resists +7% acid +9% fire +9% lightning +10% cold Phys.save +17 (+3 eff.) A belt that goes around your waist. |
Bleaktide the linen cloak (6 def, 8 armour) =20% -dam=2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +1 Wil dps ---------- Crit.mult +10.00% Dmg.mod +3% temporal On Hit (Melee): * 20% chance to reduce damage dealt by 38% ----- def ----- Armour +8 Defense +6 (+2 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Destala's Scales (10 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun dps ---------- Mind.pwr +6 (+1 eff.) Dmg.mod +15% acid Res.pen +10% acid ----- def ----- Defense +10 (+3 eff.) ---------- misc Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray 2 Dissolve: Level 3.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 51% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Lisath the Kindlebearer (2 def, 0 armour) =20% -spd=2.0 T3 cloak armor [Rare] Master While equipped: Stats +8 Wil dps ---------- Phys.crit +3.0% Phys.pwr +3 (+0 eff.) Res.pen +20% light On Hit (Melee): * 20% chance to slow global speed by 77% ----- def ----- Defense +2 (+1 eff.) Fatigue -4% Crit.chn- 15.00% ---------- misc Light +2 Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Radiance (15 def, 0 armour)2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +10 Cun +10 Mag dps ---------- Spell.pwr +20 (+1 eff.) Dmg.mod +25% light Melee Ret 30 blinding light ----- def ----- Defense +15 (+4 eff.) Resists +30% light +30% darkness Res.Cap +10% light Talent.cat+ +0.20 Celestial This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
Fuliromas the Lightningblight (0 def, 3 armour) =+25% ltng fire pen=2.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning +21% fire +15% blight Res.pen +25% lightning +25% fire ----- def ----- Armour +3 Resists +20% lightning +7% temporal A pair of boots made of leather. |
pair of hardened leather boots 'Faleredin' (0 def, 3 armour) =-20% stun=2.0 T3 feet armor [Rare] Nature While equipped: Stats +5 Dex +1 Con ----- def ----- Armour +3 Resists +6% darkness +6% temporal Crit.chn- 5.00% HP.reg +4.00 Heal.mod +14% Stun/Frz- +20% A pair of boots made of leather. |
Shoes of Slowly Moving Quickly (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown/Steamtech While equipped: Stats +8 Dex +8 Mag +8 Wil +8 Cun dps ---------- Steampwr +5 (+2 eff.) Spell.pwr +5 (+0 eff.) ----- def ----- Fatigue +6% Pinning- +580% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. You move 3 spaces at once. Tornado: Level 4.5 Pwr.cost 15 out of 20/20. Range 10 Travel.spd 100% of base Is a mind power a nature gift Description: Summon a tornado that moves very slowly towards the target, following it if it changes position. Each time it moves every foes within radius 2 takes 54.31 lightning damage and is knocked back 2 spaces. When it reaches the target it explodes in a radius of 3, knocking back targets and dealing 289.62 lightning and 231.41 physical damage. The tornado will move a maximum of 20 times. Damage will increase with your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A wonder of footwear! You can set a shoe to stay in place while the other one goes very fast, spinning around to create tornados! |
pair of drakeskin leather boots 'Blazerune' (0 def, 13 armour) =-46% conf=2.0 T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Mag +5 Wil +6 Con dps ---------- Spell.pwr +5 (+0 eff.) Mind.pwr +9 (+2 eff.) Dmg.mod +3% lightning +6% arcane +12% blight Res.pen +9% physical Melee Ret 6 blight ----- def ----- Armour +13 Resists +13% acid +13% fire +13% lightning +15% cold Silence- +42% Confus- +46% Stun/Frz- +49% ---------- misc Mana/turn +0.04 Blindside: Puts all charms on 25 cooldown Level 2.5 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 46% (at 0 Hate) to 154% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 26 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
restorative pair of drakeskin leather boots of speed (0 def, 5 armour)2.0 T5 feet armor [Ego+] Arcane/Nature While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +5 HP.reg +9.00 Heal.mod +17% A pair of boots made of leather. |
Dawnbiter (0 def, 11 armour)3.0 T5 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str dps ---------- Dmg.mod +30% fire Res.pen +31% mind +31% physical Melee Ret 6 mind 6 light ----- def ----- Armour +11 Fatigue +4% Resists +15% fire +9% mind +15% cold ---------- misc Stam/turn +3.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
pair of voratun boots 'Bilewedge' (0 def, 5 armour) =rush=3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +13 Str +9 Con dps ---------- Dmg.mod +9% physical +3% light +6% nature Res.pen +5% nature Melee Ret 2 nature On Hit (Melee): * 20% chance to slow global speed by 77% ----- def ----- Armour +5 Fatigue +4% Resists +3% light +12% fire +12% nature +14% cold ---------- misc Size +1 Rush: Puts all charms on 25 cooldown Level 4.5 Pwr.cost 25 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sparkdream (0 def, 3 armour) =sorrow=1.0 T4 hands armor [Rare] Psionic While equipped: Stats +5 Con dps ---------- Crit.mult +15.00% Mind.pwr +10 (+2 eff.) Melee+ 40 mind 34 darkness Dmg.mod +12% light Acc +15 (+4 eff.) Melee Ret 10 lightning On Hit (Melee): * 23% chance to reduce all saves and defense by 47 ----- def ----- Armour +3 Resists +15% lightning Mind.save -6 (-1 eff.) Die.at -80.80 life ---------- misc Light +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic voratun gauntlets of the nighthunter (0 def, 9 armour) =track=1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +5 Cun dps ---------- Acc +10 (+2 eff.) ----- def ----- Armour +9 Fatigue +5% Resists +9% darkness Mind.save +10 (+3 eff.) Max.HP +64.00 ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 3.5 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 33 for 6 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Will of Ul'Gruth (0 def, 15 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag dps ---------- Dmg.mod +15% all Res.pen +10% all ----- def ----- Armour +15 ---------- misc Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Your Obliterating Smash can destroy walls. Obliterating Smash: Level 4.5 Pwr.cost 25 out of 25/25. Range 3 Travel.spd instantaneous Is a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 171% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 20. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
Fogobeisance the hardened leather hat (0 def, 3 armour) =20% -dam=2.0 T3 head armor [Rare] Master While equipped: Stats +7 Str +8 Dex dps ---------- Dmg.mod +12% acid Res.pen +15% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 38% ----- def ----- Armour +3 Fatigue +3% Resists +3% acid +12% darkness +5% arcane Skullcracker: Puts all charms on 20 cooldown Level 4.5 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 946.5 Physical damage. If the attack hits, the target is confused (40% effect) for 6 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. |
cashmere wizard hat 'Baridrachik' (2 def, 0 armour) =20% -spd=2.0 T3 head armor [Rare] Psionic While equipped: Stats +8 Str +3 Wil +2 Con dps ---------- Mind.crit +3% Mind.pwr +7 (+1 eff.) Dmg.mod +14% darkness +13% physical Apr +1 On Hit (Melee): * 20% chance to slow global speed by 77% ----- def ----- Defense +2 (+1 eff.) Resists +8% darkness +10% physical ---------- misc Max.hate +6.00 A pointy cloth hat, very wizardly... |
grounding cashmere wizard hat of knowledge (2 def, 0 armour)2.0 T3 head armor [Ego+] Nature/Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Defense +2 (+1 eff.) Resists +10% lightning +8% temporal A pointy cloth hat, very wizardly... |
Ivyyalle the drakeskin leather hat (0 def, 5 armour)2.0 T5 head armor [Rare] Nature While equipped: Stats +4 Con ----- def ----- Armour +5 Fatigue +5% Resists +12% acid +11% cold +15% fire +5% arcane +13% lightning Spell.save +12 (+3 eff.) Mind.save +20 (+5 eff.) Die.at -92.95 life Max.HP +116.19 ---------- misc See.Invis +27 A hat made of leather. Very stylish. |
Mayissra the Moldwasp (2 def, 0 armour) =+25% ntr pen=2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Res.pen +25% nature ----- def ----- Defense +2 (+1 eff.) Resists +18% acid +12% darkness +11% fire +6% lightning +10% cold Spell.save +9 (+2 eff.) Heal.mod +20% Teleport- +20% A pointy cloth hat, very wizardly... |
hardened leather cap 'Mirearc' (0 def, 7 armour) =15% ltng pen 20% -spd=2.0 T3 head armor [Rare] Master While equipped: dps ---------- Mind.crit +7% Dmg.mod +9% nature Res.pen +20% lightning Melee Ret 4 mind On Hit (Melee): * 20% chance to slow global speed by 77% ----- def ----- Armour +7 Fatigue +3% Mind.save +6 (+2 eff.) ---------- misc Psi/ret +0.16 Max.hate +10.00 Infravis +3 A cap made of leather. |
Crown of the Elements (0 def, 10 armour)2.0 T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.pwr +15 (+1 eff.) Mind.pwr +15 (+3 eff.) Melee+ 10 acid 10 fire 10 lightning 10 cold Dmg.mod +25% acid +25% fire +25% cold +25% lightning ----- def ----- Armour +10 Fatigue +5% Resists +25% acid +25% fire +25% cold +25% lightning This jeweled crown shimmers with colors. |
Hellraider (3 def, 0 armour)2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +10 Mag +7 Wil +7 Cun dps ---------- Mind.crit +5% Mind.pwr +16 (+3 eff.) Dmg.mod +14% mind +3% blight Res.pen +31% arcane +5% fire ----- def ----- Defense +3 (+1 eff.) Resists +17% mind +6% fire Phys.save +15 (+3 eff.) Spell.save +15 (+4 eff.) Mind.save +9 (+2 eff.) ---------- misc Max.mana +100.00 Max.psi +40.00 A pointy cloth hat, very wizardly... |
Omniscience (7 def, 0 armour)1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +20 (+4 eff.) Res.pen +10% mind ----- def ----- Defense +7 (+2 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+6 eff.) Confus- +40% ---------- misc Psi/m.crit +6.00 Max.psi +50.00 Infravis +5 Reveal the surrounding area (range 20). Uses 30 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Pow (0 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Str +5 Wil +5 Cun +5 Con dps ---------- Spell.crit +9% Phys.pwr +6 (+1 eff.) Spell.pwr +20 (+1 eff.) Mind.pwr +6 (+1 eff.) Dmg.mod +6% blight Res.pen +10% arcane Phasing +10% ----- def ----- Armour +5 Fatigue +5% Resists +11% nature Phys.save +15 (+3 eff.) Spell.save +9 (+2 eff.) Max.HP +81.00 Heal.mod +20% ---------- misc Vim/s.crit +2.37 A cap made of leather. |
X-Ray Goggles (10 def, 0 armour)2.0 T5 head armor [Unique] Unknown/Steamtech While equipped: Stats +10 Cun dps ---------- Acc +20 (+5 eff.) ----- def ----- Defense +10 (+3 eff.) Blind- +100% See everything. EVERYTHING. For 5 turns, anyway. Uses 30 power out of 30/30 How do these even work? |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Pitchstrike (7 def, 13 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +13 Str +4 Con dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +9% darkness Res.pen +5% fire +10% darkness +25% arcane ----- def ----- Armour +13 Defense +7 (+2 eff.) Fatigue +5% Resists +9% fire +5% arcane +6% all Phys.save +12 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Timey (10 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Str +15 Wil +5 Cun +5 Con dps ---------- Phys.crit +4.0% Crit.mult +10.00% Phys.pwr +31 (+6 eff.) Mind.pwr +6 (+1 eff.) Res.pen +20% temporal ----- def ----- Armour +5 Defense +10 (+3 eff.) Fatigue +5% Resists +15% blight +15% temporal +2% physical +10% lightning Mind.save +15 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 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. |
5 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. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
6 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 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
9 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. |
7 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
14 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
19 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Telos's Staff Crystal0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+0 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Goedalath Rock0.1 T5 demonic gem [Unique] Arcane While carried: Melee Ret 34 healing Mind.save -18 (-4 eff.) HP.reg -2.00 Heal.mod -50% Light -2 Item imbue powers: Phys.pwr +12 (+2 eff.) Spell.pwr +16 (+1 eff.) Dmg.mod +9% all Melee Ret 34 darkness Heal.mod +50% Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
1268 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. |
46 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+3 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 308.70 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
alchemist's lamp 'Deluntir' =+10% all pen=1.0 T3 lite [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Res.pen +15% arcane +10% all Apr +8 Melee Ret 6 arcane 22 fire ----- def ----- Resists +5% arcane +8% fire Mind.save +8 (+2 eff.) ---------- misc Light +6 See.Stealth +10 See.Invis +14 A normal brass lantern, enhanced by alchemy to make it brighter. |
watchleader's alchemist's lamp of clarity =-12% conf=1.0 T3 lite [Ego+] Master/Psionic While equipped: ----- def ----- Mind.save +5 (+2 eff.) Blind- +26% Confus- +12% ---------- misc Light +8 See.Stealth +17 See.Invis +21 Track: Puts all charms on 40 cooldown Level 3.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 33 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Tempestblast the dwarven lantern =corpselight=1.0 T5 lite [Rare] Arcane While equipped: dps ---------- Spell.crit +6% Spell.pwr +6 (+0 eff.) Dmg.mod +27% blight Res.pen +15% lightning Melee Ret 2 lightning On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 10 ----- def ----- Resists +12% blight +15% temporal +15% darkness Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +5 Infravis +5 See.Invis +14 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 3.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 58 blight damage or heals 73 life. Creatures standing in the retch also have 25% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
scorching dwarven lantern of clarity1.0 T5 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Resists +10% fire Mind.save +13 (+3 eff.) ---------- misc Light +5 See.Stealth +22 See.Invis +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
watchleader's dwarven lantern of corpselight1.0 T5 lite [Ego++] Arcane/Master While equipped: dps ---------- Spell.crit +6% Spell.pwr +5 (+0 eff.) ----- def ----- Resists +13% blight +14% darkness Blind- +46% Confus- +28% ---------- misc Light +11 Infravis +5 See.Stealth +15 See.Invis +32 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 3.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 58 blight damage or heals 73 life. Creatures standing in the retch also have 25% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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. |
dwarven steel armour reinforcement0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +3 Hardiness +20% Fatigue +3% Tinkers can be attached to normal items to improve them with steam power! |
stralite spike attachment0.0 T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 40 physical ----- def ----- Armour +16 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
powerful air recycler0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
good focus lens0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +6 Sight +1 See.Stealth +10 See.Invis +10 Tinkers can be attached to normal items to improve them with steam power! |
stralite razor edge0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +16 Crit +16.0% Tinkers can be attached to normal items to improve them with steam power! |
stralite razor edge0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +16 Crit +16.0% Tinkers can be attached to normal items to improve them with steam power! |
stralite silver filigree0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Against +28% Undead +28% Demon +28% Horror Tinkers can be attached to normal items to improve them with steam power! |
stralite silver filigree0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Against +28% Undead +28% Demon +28% Horror Tinkers can be attached to normal items to improve them with steam power! |
perfect winterchill edge0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals cold damage and slows. Tinkers can be attached to normal items to improve them with steam power! |
perfect winterchill edge0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals cold damage and slows. Tinkers can be attached to normal items to improve them with steam power! |
great frost salve [power 46] great frost salve [power 46]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 234% efficiency and 89% cooldown modifier. Remove 2 physical effects and grants a frost aura (46% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great healing salve [power 654] great healing salve [power 654]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 234% efficiency and 89% cooldown modifier. Heal 654 Puts Talent Medical Injector on 15 cooldown Medical salve. |
great regeneration salve [power 823] great regeneration salve [power 823]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 234% efficiency and 89% cooldown modifier. Heal 823 over 5 turns Puts Talent Medical Injector on 15 cooldown Medical salve. |
great water salve [power 46] great water salve [power 46]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 234% efficiency and 89% cooldown modifier. Remove 2 mental effects and grants a water aura (46% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Hathurarin the Brightreeve (dig speed 11 turns) =+28% fire pen=3.0 T5 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +12% fire Res.pen +28% fire ----- def ----- Resists +22% blight +10% fire +10% darkness Crit.chn- 15.00% Mind.save +20 (+5 eff.) HP.reg +4.58 Teleport- +22% Def/telep +17 Res/telep +17% Dur/telep +17% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 107% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 706.20 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
iron torque of clear mind [power 1] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
Durechik the Flamereaper [power 415] (15 cooldown) =mindblast=2.0 T5 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +24% fire +15% arcane +31% mind Melee Ret 10 mind ----- def ----- Resists +12% mind +30% fire Blast the opponent's mind dealing 435 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce fatigue by 46% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Jetmoon [power 434] (15 cooldown) =healing=2.0 T4 totem charm [Rare] Nature While equipped: Stats +8 Dex +5 Con dps ---------- Phys.pwr +20 (+4 eff.) Dmg.mod +12% darkness ----- def ----- Defense +31 (+8 eff.) Resists +21% darkness Die.at -60.00 life Heal yourself and all friendly characters within 10 spaces for 434 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
Layiselle the Pyreserpent [power 518] (15 cooldown) =healing=2.0 T5 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +9% fire Res.pen +20% lightning +15% fire ----- def ----- Defense +31 (+8 eff.) Resists +6% lightning +6% physical +6% light +6% fire Phys.save +12 (+2 eff.) Heal yourself and all friendly characters within 10 spaces for 518 Puts all charms on 15 cooldown 100% to reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Ylolar the Dwarf Harbinger level 37
11st Voratun 123rd year of Ascendancy at 08:31 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Ylolar the Dwarf Harbinger level 50
20th Dearth 123rd year of Ascendancy at 07:26 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Ylolar the Dwarf Harbinger level 37
9th Voratun 123rd year of Ascendancy at 14:47 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Ylolar the Dwarf Harbinger level 42
29th Voratun 123rd year of Ascendancy at 04:27 see stats
Ay ay captain! (Insane (Adventure) difficulty)
Turn into a pirate!By Ylolar the Dwarf Harbinger level 28
15th Steel 123rd year of Ascendancy at 03:04 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Ylolar the Dwarf Harbinger level 49
11st Wealth 123rd year of Ascendancy at 16:43 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Ylolar the Dwarf Harbinger level 40
23rd Voratun 123rd year of Ascendancy at 14:48 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Ylolar the Dwarf Harbinger level 21
29th Shortage 122nd year of Ascendancy at 19:12 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Ylolar the Dwarf Harbinger level 16
3rd Shortage 122nd year of Ascendancy at 13:29 see stats
Demonic Invasion (Insane (Adventure) difficulty)
Stopped a demonic invasion by closing their portal.By Ylolar the Dwarf Harbinger level 50
30th Dearth 123rd year of Ascendancy at 01:07 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Ylolar the Dwarf Harbinger level 39
19th Voratun 123rd year of Ascendancy at 03:32 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Ylolar the Dwarf Harbinger level 33
23rd Stralite 123rd year of Ascendancy at 15:45 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Ylolar the Dwarf Harbinger level 22
27th Iron 123rd year of Ascendancy at 07:43 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Ylolar the Dwarf Harbinger level 31
13rd Gold 123rd year of Ascendancy at 01:53 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Ylolar the Dwarf Harbinger level 50
29th Loss 123rd year of Ascendancy at 10:58 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ylolar the Dwarf Harbinger level 31
16th Gold 123rd year of Ascendancy at 17:52 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Ylolar the Dwarf Harbinger level 10
14th Profit 122nd year of Ascendancy at 21:00 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Ylolar the Dwarf Harbinger level 20
26th Shortage 122nd year of Ascendancy at 20:07 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Ylolar the Dwarf Harbinger level 30
30th Steel 123rd year of Ascendancy at 17:43 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Ylolar the Dwarf Harbinger level 40
20th Voratun 123rd year of Ascendancy at 12:47 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Ylolar the Dwarf Harbinger level 50
27th Wealth 123rd year of Ascendancy at 02:42 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Ylolar the Dwarf Harbinger level 50
27th Loss 123rd year of Ascendancy at 21:58 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Ylolar the Dwarf Harbinger level 50
31st Dearth 123rd year of Ascendancy at 12:58 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Ylolar the Dwarf Harbinger level 29
28th Steel 123rd year of Ascendancy at 18:03 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Ylolar the Dwarf Harbinger level 50
28th Loss 123rd year of Ascendancy at 20:11 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Ylolar the Dwarf Harbinger level 38
16th Voratun 123rd year of Ascendancy at 16:41 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Ylolar the Dwarf Harbinger level 39
19th Voratun 123rd year of Ascendancy at 19:42 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Ylolar the Dwarf Harbinger level 6
18th Voratun 122nd year of Ascendancy at 09:20 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Ylolar the Dwarf Harbinger level 6
6th Profit 122nd year of Ascendancy at 21:13 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Ylolar the Dwarf Harbinger level 50
27th Loss 123rd year of Ascendancy at 22:47 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Ylolar the Dwarf Harbinger level 11
21st Profit 122nd year of Ascendancy at 13:27 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Ylolar the Dwarf Harbinger level 25
11st Steel 123rd year of Ascendancy at 07:56 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Ylolar the Dwarf Harbinger level 43
18th Profit 123rd year of Ascendancy at 13:35 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Ylolar the Dwarf Harbinger level 25
4th Steel 123rd year of Ascendancy at 18:33 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Ylolar the Dwarf Harbinger level 17
14th Shortage 122nd year of Ascendancy at 20:12 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Ylolar the Dwarf Harbinger level 36
8th Voratun 123rd year of Ascendancy at 18:47 see stats
Well trained (Insane (Adventure) difficulty)
Deal one million damage to training dummies in a single training session.By Ylolar the Dwarf Harbinger level 33
22nd Stralite 123rd year of Ascendancy at 07:25 see stats
Log
Resting starts...
Ylolar no longer feels strong.
Ylolar's skin returns to normal.
Talent Vortex is ready to use.
Talent Thorn Grab is ready to use.
Talent Pain Enhancement System is ready to use.
Talent Resilience of the Dwarves is ready to use.
Rested for 34 turns (stop reason: all resources and life at maximum).
Ylolar picks up ( .): fortifying voratun mail armour of clarity (5 def, 10 armour).
Ylolar picks up ( .): Mummified Egg-sac of Ungolë.
Ylolar picks up ( .): restorative pair of drakeskin leather boots of speed (0 def, 5 armour).
Ylolar picks up ( .): Hellraider (3 def, 0 armour).
Ylolar picks up ( .): warbringer's stralite dagger of ruin (72 - 94 damage, 9 apr).
Ylolar picks up ( .): thought-forged dwarven-steel dagger of projection (62 - 80 damage, 7 apr).
Ylolar picks up ( .): cashmere robe of life (0 def, 0 armour).
Ylolar picks up ( .): grounding cashmere wizard hat of knowledge (2 def, 0 armour).
Ylolar picks up ( .): rejuvenating reinforced leather armour of Toknor (12 def, 7 armour).
Ylolar picks up ( .): living mindstar of storms (143 - 158 damage, 40 apr, nature damage).
Ylolar picks up ( .): pulsing mindstar of gales (134 - 148 damage, 32 apr, nature damage).
Lore found: Mummified Egg-sac of Ungolë
You can read all your collected lore in the game menu, by pressing Escape.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
You pickup 0.85 gold pieces.
You pickup 0.75 gold pieces.
There is a previous level here (press '' or right click to use).
Ran for 55 turns (stop reason: at exit).










































































































































































