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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Y Tooltip 1.7.2Display more infomation in actor's tooltip. And add a hotkey to show actor's talents at cursor. Showing Order: (+) is added, (*) is heavily modified - (+) Damage Modifiers - (+) Speeds - Predator Bonus if player know - Status Effects - Faction - Flavor Text Settings: These can be always shown or hidden regardless of the related talents involved These can set threshold Intention: Range that is displayed on terrain tooltip in base game is also displayed next to actor's name. Because sometimes actor's tooltip is so long that need to wait scrolling to see the range. Group relevant infomation. Color DamageType. And change colors that hard to see. Since name and level of talents is not enough information, add a way to open the actor's talents tab of character sheet quickly instead of displaying talents in the actor's tooltip. Github: https://github.com/h-youhei/tome4-y-tooltip Special Thanks: Weight: 160 Superload: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Qlass Pack 1.7.2Embers of Rage 1.7.4Official Expansion!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: 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.) Visible Cloud Caller 1.7.0Adds a display effect to Cloud Caller's storm effect, similar to the Thunderstorm spell. Items Vault 1.7.0Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Better Item Description Filter 1.7.4A combination of Deogo's Better Item Description and my Item Description Filter Plus (based on yutio's Item Description Filter). 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** 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. 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. Gunsnixed 1.7.0Prevents Gunsnake from the Embers of Rage DLC from spawning. Ashes of Urh'Rok 1.7.4Official Expansion!Less Weird 1.7.0Places a special object on level 3 of Lake of Nur that will help you in your fight with the Weirdling Beast. 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 | 36 / 73% |
| Size | big |
| Lifes / Deaths | Killed by Nerurevena the dire wolf at level 21 on the 27th Wealth 122nd year of Ascendancy at 14:39 1 / 6Killed by Neradhena the giant eel at level 24 on the 9th Dearth 122nd year of Ascendancy at 17:17 Killed by fire drake at level 31 on the 14th Steel 123rd year of Ascendancy at 00:13 Killed by Poradalaith the giant ice ant at level 31 on the 14th Steel 123rd year of Ascendancy at 07:17 Killed by Glytira the ghast at level 32 on the 15th Steel 123rd year of Ascendancy at 18:05 Killed by Emelasewe the skeleton warrior at level 36 on the 15th Gold 123rd year of Ascendancy at 16:31 |
Primary Stats
| Strength | 89 (base 30) |
| Dexterity | 52 (base 10) |
| Constitution | 86 (base 10) |
| Magic | 39 (base 10) |
| Willpower | 96 (base 60) |
| Cunning | 107.05349549637 (base 60) |
Resources
| Life | 1351/1351 |
| Steam | 100/100 |
| Equilibrium | 18 |
| Psi | 186/186 |
| Healing Factor | 1.8223101716561 |
| Regeneration | 43.458372452579 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +50.53508471122% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 21 |
| Infravision | 3 |
| See Stealth | 5 |
| See Invisible | 12 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 156 |
| Accuracy | 64 |
| Crit Chance | 73% |
| APR | 128 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 168 |
| Accuracy | 64 |
| Crit Chance | 74% |
| APR | 145 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 14.5 |
| Crit Chance | 48% |
| Speed | 1 |
Offense: Mind
| Mindpower | 81 |
| Crit Chance | 61% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +40% |
| Physical | +23% |
| Cold | +16% |
| All | 0% |
| Darkness | +12% |
| Light | +21% |
| Mind | +18% |
| Lightning | +22% |
| Fire | +6% |
| Nature | +22% |
Offense: Damage Penetration
| Acid | +24% |
| Lightning | +10% |
| Fire | +15% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 54.319744159811 (95.739944334398%) |
| Defense | 61 |
| Ranged Defense | 61 |
| Fatigue | 0 |
| Physical Save | 59 |
| Spell Save | 53 |
| Mental Save | 64 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 29%( 70%) |
| Physical | + 29%( 73%) |
| Cold | + 57%( 73%) |
| All | + 21%( 70%) |
| Lightning | + 66%( 73%) |
| Light | + 38%( 70%) |
| Fire | + 57%( 73%) |
| Nature | + 51%( 70%) |
Defense: Immunities
| Stun Resistance | 84% |
| Teleport Resistance | 100% |
| Confusion Resistance | 48% |
| Pinning Resistance | 59% |
| Knockback Resistance | 25% |
| Instadeath Resistance | 100% |
| Blind Resistance | 55% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 499 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 36% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution 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 235 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Blaze | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Blizzard | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Thunder | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Supercell | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Cyclone | 1.30 |
| 2/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Generic Talents
| Wild-gift / Rain | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Endurance | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Psiblades |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved talent Thorn Grab (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Arolratha the treant. Escort: lone alchemist (level 1 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Strength by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * 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: 318. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed honey tree root. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed ritch stinger. * You've found the needed hummerhorn wing. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed giant spider spinneret. * You've found the needed vial of greater demon bile. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of dwarven-steel boots 'Cyrilaith' (0 def, 18 armour) 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +11 Str +7 Dex dps ---------- Dmg.mod +12% physical Acc +15 (+5 eff.) Melee Ret 8 mind ----- def ----- Armour +18 Fatigue +3% Resists +11% acid +11% fire +11% lightning +11% cold Phys.save +15 (+4 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% ---------- misc Max.stam +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Tulomanik'2.0 T1 lite [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.crit +2.0% Crit.mult +10.00% ----- def ----- Die.at -60.00 life Blind- +21% Confus- +14% ---------- misc Stam/turn +2.00 Light +7 See.Stealth +5 See.Invis +6 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 36 for 8 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Aeromiwe (0 def, 3 armour) 2.0 T3 head armor [Random Unique] Master/Psionic While equipped: Stats +6 Str +7 Dex +4 Wil +10 Cun +3 Con dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +6% mind Melee Ret 8 physical ----- def ----- Armour +3 Fatigue +3% Resists +8% fire +9% cold Mind.save +9 (+2 eff.) Skullcr.mult +2 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 482.9 Physical damage. If the attack hits, the target is confused (39% 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. |
| On hands | Cyritira the Radianceterror (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Dex +4 Cun dps ---------- Dmg.mod +18% acid +6% light Acc +25 (+8 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +9% acid +15% light Crit.dmg- 15.00% ---------- misc Light +3 Infravis +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | evasive dwarven-steel torque of mindblast [power 230] (15 cooldown)2.0 T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 271 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Gain 16% evasion for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Shadequell0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +7 Str +8 Con dps ---------- Phys.pwr +11 (+3 eff.) Dmg.mod +16% nature +12% darkness Melee Ret 4 darkness ----- def ----- Resists +2% physical +32% nature +6% light Phys.save +6 (+2 eff.) Max.HP +71.00 HP.reg +14.00 Heal.mod +16% ---------- misc Stam/turn +1.00 Rings make your fingers look great! |
| On fingers | steel ring 'Adodawen'0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +10 Str +3 Mag +10 Con dps ---------- Phys.pwr +11 (+3 eff.) Dmg.mod +12% mind Melee Ret 4 mind On Hit (Melee): * 10% chance to reduce all saves and defense by 43 ----- def ----- Spell.save +6 (+2 eff.) Rings make your fingers look great! |
| Around neck | insulating copper amulet of murder0.1 T1 amulet jewelry [Ego+] Nature/Master While equipped: dps ---------- Crit.mult +10.00% Acc +6 (+2 eff.) Apr +11 ----- def ----- Resists +13% fire +10% cold Amulets make your neck look great! |
| In main hand | creative pulsing mindstar of venom (12-13 power, 110 apr, mind damage) 3.0 T4 mindstar 1H weapon [Ego+] Nature/Psionic Power 12.0 - 13.2 Mind Uses 140% Wil, 60% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +110 Crit +24.5% Atk.spd 100% While equipped: Stats +6 Cun dps ---------- Mind.crit +4% Crit.mult +7.00% Mind.pwr +16 (+3 eff.) Melee+ 6 acid Dmg.mod +8% acid Res.pen +11% acid ----- def ----- Resists +10% acid HP.reg +2.00 ---------- 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. |
| Around waist | Polinor the Sparkserpent =+10% ltng pen=1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Cun dps ---------- Phys.pwr +8 (+2 eff.) Res.pen +10% lightning ----- def ----- Defense +10 (+2 eff.) Resists +24% acid Crit.dmg- 10.00% Spell.save +9 (+3 eff.) Proj.slow +25% ---------- misc Light +3 See.Invis +6 Size +1 A belt that goes around your waist. |
| In off hand | protector's living mindstar of venom (15-17 power, 127 apr, mind damage) 3.0 T5 mindstar 1H weapon [Ego++] Nature/Disrupt Power 15.5 - 17.1 Mind Uses 140% Wil, 60% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +127 Crit +25.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +20 (+4 eff.) Melee+ 6 acid Dmg.mod +14% acid Res.pen +13% acid ----- def ----- Resists +12% acid +7% all HP.reg +3.00 ---------- misc Talents +1 Attune Mindstar Masteries +0.10 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. |
| Cloak | cashmere cloak 'Windbreacher' (2 def, 0 armour) =+20% ntr pen=2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Dmg.mod +6% nature Res.pen +20% nature Melee Ret 10 nature ----- def ----- Defense +2 (+0 eff.) Resists +6% nature +30% lightning Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cashmere robe 'Burnkill' (0 def, 0 armour) 2.0 T3 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +11 Str +6 Dex +12 Mag +12 Wil +6 Cun +6 Con dps ---------- Mind.crit +2% Mind.pwr +3 (+0 eff.) Dmg.mod +12% lightning +11% physical +15% light +16% cold Res.pen +15% fire ----- def ----- Resists +8% lightning +9% blight +8% cold +6% fire +11% all Mind.save +19 (+4 eff.) Max.HP +40.00 HP.reg +3.00 Heal.mod +15% ---------- misc Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant (efficiency 119% / cooldown 85%)0.1 T1 implant scroll [Normal] 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 119% efficiency and cooldown mod of 85%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the duelist (efficiency 159% / cooldown 98%)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 159% efficiency and cooldown mod of 98%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 211% / cooldown 74%)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 211% efficiency and cooldown mod of 74%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 11)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 11.9 steam per turn. Can be activated for an instant burst of 59 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 17)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 17.9 steam per turn. Can be activated for an instant burst of 89 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 19%; reduction 3; 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 19% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion (heal 51; cd 11)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 51 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the psychic (die at -556; dur 7; cd 32)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 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 -556 life. The duration and life will increase by 1% for every 1% life you have lost (currently 556 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 Willpower 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 438%; cd 11)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 438% 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 titan (speed 658%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 658% 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 Constitution 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 warrior (speed 848%; 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 increase movement speed by 848% 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 607%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 607% 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. |
movement infusion of the wizard (speed 517%; 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 increase movement speed by 517% 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 duelist (heal 252; 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 252 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 613; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 613 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 20%; mental; dur 2; cd 12)0.1 infusion scroll [Normal] 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 20% for 2 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. |
wild infusion of the duelist (res 26%; magical; dur 4; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 34%; magical; dur 3; 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 magical effect and reduce all damage taken by 34% 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. |
wild infusion of the sneak (res 36%; magical; dur 2; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 36% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 34%; mental; dur 4; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 34% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
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, blight, mind, lightning)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, 4 physical, 4 blight, 4 mind, 3 lightning Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 106; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 106 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 59; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 59 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 350; dur 3; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 350 damage for 3 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 408; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 408 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 40; blocks 3; dur 4; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 40 up to 3 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the warrior (threshold 27; blocks 6; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 27 up to 6 times. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the titan (range 108; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 108 with a minimum range of 15. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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) _tRequires 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. |
3 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) _tRequires 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: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] A special shot filled with antimagic sap. Requires talents: - Explosives (2) - Therapeutics (1) _tRequires 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 139.15 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. |
2 schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Want more defense? Wear more armour! Requires talents: - Smith (1) _tRequires 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. |
schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Just what you need to support your back when lifting heavy things; like armour, weapons or Yetis. Requires talents: - Smith (1) - Mechanical (1) _tRequires ingredients: - lump of iron (2) Example Item: iron back support 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -4% ---------- misc Max.enc +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. |
2 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) _tRequires 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 (+0 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. |
2 schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] A special shot that explodes on impact. Requires talents: - Explosives (1) _tRequires 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 242.86 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: 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) _tRequires ingredients: - stack of herbs (viperweed) (3) - ritch stinger (2) Example Item: simple fiery salve [power 11] 1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 magical effects and grants a fiery aura (11% 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. |
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) _tRequires ingredients: - lump of iron (2) _tRequires 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. |
3 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) _tRequires ingredients: - stack of herbs (viperweed) (3) - ice ant stinger (2) Example Item: simple frost salve [power 11] 1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (11% 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. |
4 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) _tRequires 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) _tRequires 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. |
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) _tRequires 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 (+1 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. |
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) _tRequires ingredients: - lump of iron (5) _tRequires 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. |
3 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) _tRequires 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 (+0 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. |
2 schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Where you walk nature grows! Well moss. Sticky moss. Requires talents: - Therapeutics (2) _tRequires 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 23.16 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. |
2 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) _tRequires ingredients: - sandworm tooth (2) - stack of herbs (viperweed) (3) Example Item: simple pain suppressor salve [power 117] 1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -117 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. |
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) _tRequires 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. |
3 schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] A special shot that slices 'n' dices. Requires talents: - Explosives (1) - Mechanical (1) _tRequires 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. |
2 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) _tRequires ingredients: - lump of iron (2) Example Item: iron silver filigree 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 0.0 - 0.0 Physical Uses 40% Wil 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. |
3 schematic: Solid Shell0.1 T1 schematic scroll [Normal] [already known tinker] A special shot that packs a punch. Requires talents: - Explosives (3) - Smith (1) _tRequires 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. |
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) _tRequires 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. |
5 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) _tRequires 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. |
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) _tRequires ingredients: - lump of iron (7) _tRequires: - a sling (not unique) Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 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) _tRequires ingredients: - lump of iron (7) _tRequires: - 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. |
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) _tRequires 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 72.68 physical damage. Each creature hit has a 36% chance of being infected by a random disease, doing 16.31 blight damage and reducing either Constitution, Strength or Dexterity by 9 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: 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) _tRequires ingredients: - vial of squid ink (1) - stack of herbs (viperweed) (3) Example Item: simple water salve [power 11] 1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 mental effects and grants a water aura (11% 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. |
2 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) _tRequires 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: 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) _tRequires 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. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
cleansing copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Cun ----- def ----- Resists +10% nature +12% blight Poison- +20% Disease- +21% Amulets make your neck look great! |
copper amulet of mastery (0.11 Wild-gift / Blizzard)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.11 Wild-gift/Blizzard Amulets make your neck look great! |
warrior's copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +6% physical Heal.mod +11% Cut- +40% ---------- misc Stam/turn +0.30 Heal: Puts all charms on 35 cooldown Level 3.5 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 504 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+3 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
steel amulet of perfection (0.14 Wild-gift / Endurance,0.14 Wild-gift / Blaze)0.1 T2 amulet jewelry [Ego+] Master While equipped: ---------- misc Masteries +0.14 Wild-gift/Endurance +0.14 Wild-gift/Blaze Amulets make your neck look great! |
Betena0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Crit.mult +16.00% Acc +8 (+3 eff.) Apr +15 Melee Ret 4 temporal ----- def ----- Armour +6 Defense +25 (+6 eff.) Resists +15% acid +3% physical Max.HP +40.00 Heal.mod +10% Amulets make your neck look great! |
starseer's gold amulet of magic (+6)0.1 T3 amulet jewelry [Ego+] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Dmg.mod +5% darkness +6% temporal +6% light +6% physical Amulets make your neck look great! |
stralite amulet 'Smearvagrant'0.1 T4 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +15% acid Res.pen +25% nature +15% acid Melee Ret 10 acid 6 nature On Hit (Melee): * 20% chance to reduce armor by 18% ----- def ----- Resists +15% acid Phys.save +22 (+6 eff.) Spell.save +22 (+7 eff.) Mind.save +22 (+5 eff.) Amulets make your neck look great! |
Elariabrevena0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Resists +2% physical Spell.save +6 (+2 eff.) Poison- +20% Confus- +10% Def/telep +5 Res/telep +5% Dur/telep +5% Rings make your fingers look great! |
Dimoblivion the steel ring =-27% conf=0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +6 Str +5 Dex +2 Wil +2 Con dps ---------- Dmg.mod +18% darkness ----- def ----- Resists +6% temporal Crit.dmg- 15.00% Mind.save +9 (+2 eff.) Confus- +27% ---------- misc Light +3 Rings make your fingers look great! |
Dourhunt the steel ring =-28% stun=0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Melee Ret 4 acid 10 fire On Hit (Melee): * 20% chance to reduce armor by 18% * 20% chance to reduce damage dealt by 35% ----- def ----- Resists +6% darkness HP.reg +4.00 Stun/Frz- +28% Rings make your fingers look great! |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+3 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Masteries +0.20 Psionic/Blade offense Shadowstep: Level 3.5 Pwr.cost 50 out of 50/50. Range 8 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Shadeedge the steel ring =-42% fire +12% ltng=0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning +12% fire Res.pen +15% darkness ----- def ----- Resists +42% fire +5% arcane +3% darkness Rings make your fingers look great! |
Sunswift the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Wil dps ---------- Mind.crit +4% Mind.pwr +15 (+3 eff.) Dmg.mod +6% light +12% blight Melee Ret 4 mind ----- def ----- Resists +9% light HP.reg +2.00 Stun/Frz- +26% ---------- misc Light +2 Rings make your fingers look great! |
Zubyleda0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +6 Wil +2 Cun dps ---------- Spell.pwr +6 (+1 eff.) Res.pen +10% mind ----- def ----- Mind.save +7 (+1 eff.) Silence- +25% Confus- +25% ---------- misc Mana/turn +0.10 Max.psi +20.00 Rings make your fingers look great! |
sneakthief's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +5 Cun +4 Dex dps ---------- Acc +16 (+6 eff.) Apr +9 ----- def ----- Defense +8 (+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! |
Eremoreyon the Dayburst0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +3 Cun +7 Wil dps ---------- Dmg.mod +12% mind On Hit (Melee): * 20% chance to reduce armor by 18% ----- def ----- Resists +6% lightning +9% light +9% nature Spell.save +9 (+3 eff.) Mind.save +14 (+3 eff.) ---------- misc Max.hate +8.00 Rings make your fingers look great! |
Tidestreak0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Wil dps ---------- Spell.crit +5% S.pwr/crit +10 Dmg.mod +6% arcane Res.pen +15% cold ----- def ----- Max.HP +35.00 Disarm- +31% Pinning- +35% Knockbk- +36% ---------- misc Max.vim +30.00 Rings make your fingers look great! |
gladiator's gold ring of light (+24%)0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +9 (+2 eff.) Dmg.mod +12% light ----- def ----- Resists +24% light Rings make your fingers look great! |
Arcnail =-31% conf=0.1 T4 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +5 Cun +6 Mag dps ---------- Spell.pwr +9 (+2 eff.) Dmg.mod +14% darkness +21% temporal Res.pen +5% temporal Melee Ret 4 lightning On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +28% darkness +3% temporal Mind.save +9 (+2 eff.) Confus- +31% Rings make your fingers look great! |
Curebutcher the voratun ring0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +9% cold Res.pen +5% cold Melee Ret 2 nature ----- def ----- Resists +30% nature +11% blight Phys.save +18 (+5 eff.) Spell.save +17 (+5 eff.) Mind.save +9 (+2 eff.) Max.HP +57.00 HP.reg +15.00 Heal.mod +19% Poison- +28% Disease- +30% Rings make your fingers look great! |
voratun ring 'Chalireldir'0.1 T5 ring jewelry [Rare] Psionic While equipped: Stats +3 Dex +9 Wil +1 Con dps ---------- Res.pen +20% acid ----- def ----- Resists +6% nature +20% light Mind.save +18 (+4 eff.) Confus- +20% ---------- misc Infravis +3 Rings make your fingers look great! |
imbued ash vilestaff (15-18 power, 3 apr, blight element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+1 eff.) Dmg.mod +15% blight ---------- misc Talents +1 Command Staff On Spell Hit: 10% Entropy 2 This staff offers 15% bonus to blight damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
elven-wood starstaff 'Lelofang' (25-30 power, 5 apr, darkness element)5.0 T4 staff 2H weapon [Random Unique] Nature/Master Power 25.0 - 30.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Cun +5 Con dps ---------- Spell.crit +14% Crit.mult +14.00% Spell.pwr +16 (+4 eff.) Mind.pwr +5 (+1 eff.) Dmg.mod +25% darkness ----- def ----- Defense +9 (+2 eff.) Resists +9% fire +3% nature +12% cold HP.reg +1.30 Heal.mod +25% ---------- misc Max.psi +10.00 Light +3 Talents +1 Command Staff This staff offers 25% bonus to darkness damage. (included above) Illuminate: Puts all charms on 6 cooldown Level 2.5 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 72.75 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff of breaching (30-36 power, 6 apr, acid element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+4 eff.) Dmg.mod +30% acid Res.pen +15% acid ---------- misc Talents +1 Command Staff This staff offers 30% bonus, 15% penetration to acid damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
Daimerath the Glowking (33-49 power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Arcane Power 33.0 - 49.5 Physical Uses 40% Wil, 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit.r1 +8 light +20 fire While equipped: Stats +3 Mag dps ---------- Spell.crit +4% Spell.pwr +30 (+7 eff.) Res.pen +25% cold ----- def ----- Resists +18% cold ---------- misc Light +3 Massive two-handed battleaxes. |
warbringer's dwarven-steel battleaxe of daylight (31-46 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Arcane/Master Power 31.0 - 46.5 Physical Uses 40% Wil, 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +12 light Against +16% Undead While equipped: Stats +5 Con dps ---------- Phys.pwr +12 (+3 eff.) Res.pen +14% physical ----- def ----- Disarm- +18% Massive two-handed battleaxes. |
chilling stralite greatsword of massacre (62-99 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego] Arcane/Master Power 62.0 - 99.2 Physical Uses 40% Wil, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +21 cold Massive two-handed swords. |
stralite greatsword of shearing (48-76 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Master Power 48.0 - 76.8 Physical Uses 40% Wil, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +13% all Acc +17 (+6 eff.) Apr +13 Massive two-handed swords. |
arcing stralite longsword of daylight (35-49 power, 5 apr)3.0 T4 longsword 1H weapon [Ego] Arcane Power 35.5 - 49.7 Physical Uses 40% Wil, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +5 light Against +11% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Sharp, long, and deadly. |
Bleakwind the pulsing mindstar (12-13 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Random Unique] Nature Power 12.5 - 13.8 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Melee+ +4 darkness On Hit.r1 +8 light While equipped: dps ---------- Mind.crit +4% Mind.pwr +16 (+3 eff.) Melee+ 8 acid Dmg.mod +12% acid +9% light +3% darkness Res.pen +4% acid +15% darkness +5% light ----- def ----- Resists +10% acid Max.HP +27.00 HP.reg +6.50 ---------- 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. |
Seeds of the Black Tree (17-18 power, 27 apr, darkness damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic/Unknown Power 17.0 - 18.7 Darkness Uses 80% Wil, 30% Mag Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Wil +6 Mag dps ---------- Spell.crit +12% Mind.crit +12% Spell.pwr +12 (+3 eff.) Mind.pwr +12 (+2 eff.) Dmg.mod +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
absorbing pulsing mindstar of storms (13-14 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego++] Nature/Psionic Power 13.5 - 14.9 Mind Uses 90% 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: Stats +3 Str +1 Dex +4 Mag +3 Wil +5 Cun +4 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Melee+ 8 lightning Dmg.mod +14% lightning Res.pen +8% lightning ----- def ----- Resists +22% lightning +17% fire +5% cold ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.10 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. |
creative pulsing mindstar of resolve (14-15 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego] Nature/Psionic Power 14.0 - 15.4 Mind Uses 90% 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: Stats +2 Cun +4 Wil dps ---------- Mind.crit +4% Crit.mult +10.00% Mind.pwr +8 (+1 eff.) ----- def ----- Spell.save +6 (+2 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. |
gifted pulsing mindstar of life (12-13 power, 31 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego] Nature Power 12.5 - 13.8 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +31 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +14 (+3 eff.) ----- def ----- Max.HP +11.00 HP.reg +0.80 ---------- 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. |
protector's pulsing mindstar of storms (13-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego++] Nature/Disrupt Power 13.0 - 14.3 Nature Uses 90% 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: Stats +4 Str +4 Dex +2 Mag +3 Wil +1 Cun +4 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Melee+ 11 lightning Dmg.mod +8% lightning Res.pen +9% lightning ----- def ----- Resists +13% lightning +5% all ---------- misc Talents +1 Attune Mindstar Masteries +0.10 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. |
mitotic living mindstar (16-18 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego+] Nature Power 16.5 - 18.2 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +14.0% Atk.spd 100% On Hit: * 11% chance to slow global speed by 72% * 14% chance to reduce armor by 18% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Giratta4.0 T3 longbow 2H weapon Reqs Shoot [Rare] Master Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% crit chance (max 25%) Apr +5 Atk.spd 100% Range +8 Proj.spd +200% While equipped: Stats +6 Str +5 Dex +3 Con dps ---------- Phys.pwr +12 (+3 eff.) ---------- misc Reload +4 Longbows are used to shoot arrows at your foes. |
Infernowreck4.0 T3 steamgun 1H weapon Reqs Shoot [Rare] Master/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +12 mind +12 blight On Hit.r1 +8 blight On Crit.r2 +12 fire Uses 2.0 Steam While equipped: dps ---------- Phys.crit +11.0% Dmg.mod +6% mind +24% blight Acc +10 (+4 eff.) ----- def ----- Resists +12% blight Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
throat-seeking dwarven-steel steamgun of piercing4.0 T3 steamgun 1H weapon Reqs Shoot [Ego++] Disrupt/Master/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +8 nature On Crit: * silences the target Uses 2.0 Steam While equipped: dps ---------- Res.pen +7% nature +7% all Acc +7 (+3 eff.) Apr +7 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Kindleumbra the quiver of ash arrows (19/19, 19-26 power, 7 apr)3.0 T2 arrow ammo [Rare] Arcane Power 19.0 - 26.6 Physical Uses 40% Wil, 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 19 Phasing +30% Ranged+ +20 acid +12 light +16 blight +12 arcane Against +17% Undead On Hit.r1 +16 fire On Hit: * 20% chance to reduce armor by 18% Arrows are used with bows to pierce your foes to death. |
Branodas (17/17, 35-49 power, 10 apr)3.0 T3 arrow ammo [Rare] Arcane Power 35.0 - 49.0 Physical Uses 40% Wil, 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 17 Ranged+ +20 blight +29 cold +20 arcane On Hit.r1 +20 arcane +8 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) Arrows are used with bows to pierce your foes to death. |
Blazepower (0 def, 4 armour, 39 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Cun +5 Mag dps ---------- Dmg.mod +14% light +12% darkness +24% mind Res.pen +20% light On Hit (Melee): * 20% chance to reduce all saves and defense by 43 ----- def ----- Armour +4 Fatigue +8% Resists +20% light +13% darkness ---------- misc Light +3 Talents +1 Block Handheld deflection devices. |
Issugoneg (0 def, 9 armour, 62 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Str dps ---------- Crit.mult +20.00% Dmg.mod +9% blight Res.pen +10% arcane Phasing +30% ----- def ----- Armour +9 Fatigue +8% Resists +9% mind ---------- misc Vim/s.crit +2.00 Talents +1 Block Handheld deflection devices. |
windwalling stralite shield (0 def, 8 armour, 139.5 block)7.0 T4 shield armor Reqs Shield usage training [Ego+] Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Wil ----- def ----- Armour +8 Fatigue +8% Resists +14% physical Shield.near.proj +51 Proj.slow +16% ---------- misc Talents +1 Block Handheld deflection devices. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+3 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+3 eff.) ---------- misc Masteries +0.20 Psionic/Blade offense Send out a range 5 beam of kinetic energy, dealing 81.36 to 101.70 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Evermoss Robe (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+2 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+3 eff.) Resists +25% nature +13% all Phys.save +15 (+4 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
spellwoven silk robe of Angolwen (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.crit +4% Spell.pwr +9 (+2 eff.) S.pwr/crit +4 ----- def ----- Resists +13% all Spell.save +22 (+7 eff.) Silence- +39% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's elven-silk robe of Angolwen (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +9 (+2 eff.) S.pwr/crit +4 ----- def ----- Resists +14% darkness +15% mind +15% all Phys.save +18 (+5 eff.) Spell.save +14 (+4 eff.) Mind.save +30 (+7 eff.) Silence- +36% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rejuvenating reinforced leather armour of Eyal (12 def, 7 armour)9.0 T4 light armor [Ego+] Nature While equipped: ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Max.HP +40.00 HP.reg +11.10 Heal.mod +14% ---------- misc Stam/turn +1.20 A suit of armour made of leather. |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Festerwoe the stralite mail armour (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Str +6 Wil +7 Cun +4 Con dps ---------- Dmg.mod +9% temporal On Hit (Melee): * 20% chance to slow global speed by 72% ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +7% arcane +9% nature Spell.save +22 (+7 eff.) Mind.save +18 (+4 eff.) Max.HP +78.00 A suit of armour made of mail. |
enlightening stralite mail armour of Eyal (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Nature/Psionic While equipped: Stats +7 Cun +5 Wil ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Mind.save +15 (+3 eff.) Max.HP +45.00 HP.reg +8.00 Heal.mod +12% A suit of armour made of mail. |
voratun mail armour of delving (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Str ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +18% darkness +9% physical ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 3.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 29 for 6 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
steel plate armour of spell shielding (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego] Arcane While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +6% arcane Spell.save +14 (+4 eff.) A suit of armour made of metal plates. |
Iverawen1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Str +3 Dex +1 Mag dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 43 ----- def ----- HP.reg +0.80 Heal.mod +13% A belt that goes around your waist. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Naturespawn the rough leather belt1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+0 eff.) Res.pen +20% acid On Hit (Melee): * 10% chance to reduce all saves and defense by 43 ----- def ----- Resists +3% nature Phys.save +6 (+2 eff.) A belt that goes around your waist. |
rough leather belt 'Searshaper'1.0 T1 belt armor [Rare] Arcane While equipped: Stats +3 Wil dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 43 ----- def ----- Armour +6 Resists +9% fire ---------- misc Light +3 Create a temporary shield that absorbs 197 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+3 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Healdash (1 def, 6 armour) =+10% ntr pen=2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Wil dps ---------- Dmg.mod +3% nature +9% physical Res.pen +10% nature ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +0% lightning +11% cold ---------- misc Stam/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Quenchwild (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +12% arcane +9% cold Res.pen +10% fire +5% cold ----- def ----- Defense +1 (+0 eff.) Resists +5% arcane Mind.save +6 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xavena the elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Arcane/Nature While equipped: Stats +4 Mag +6 Wil +6 Cun dps ---------- Res.pen +15% mind ----- def ----- Defense +3 (+0 eff.) Resists +20% nature +16% blight Spell.save +10 (+3 eff.) Max.HP +45.00 HP.reg +6.00 Heal.mod +19% ---------- misc Equi/ret +0.08 Max.mana +69.00 Max.psi +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Foghunt (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Melee Ret 2 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +1 Fatigue -5% Resists +6% darkness +3% temporal Phys.save +5 (+2 eff.) ---------- misc Max.enc +22 A pair of boots made of leather. |
undeterred pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego+] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 Silence- +20% Confus- +23% Stun/Frz- +23% A pair of boots made of leather. |
Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 70% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Masteries +0.20 Wild-gift/Blizzard Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
pair of hardened leather boots 'Aerowe' (0 def, 3 armour) =+12 STR +8 CON=2.0 T3 feet armor [Random Unique] Nature/Master While equipped: Stats +12 Str +2 Dex +8 Con dps ---------- Dmg.mod +7% physical ----- def ----- Armour +3 HP.reg +4.00 Heal.mod +13% ---------- misc See.Invis +6 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. A pair of boots made of leather. |
Spiderspitter the pair of iron boots (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Melee Ret 6 nature On Hit (Melee): * 20% chance to slow global speed by 72% ----- def ----- Armour +5 Fatigue +2% Resists +3% nature +3% darkness ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Gloomburst' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Str +2 Con dps ---------- Dmg.mod +12% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 35% ----- def ----- Armour +3 Fatigue +2% ---------- misc Light +2 See.Invis +3 Rush: Puts all charms on 25 cooldown Level 2.5 Pwr.cost 25 out of 25/25. Range 7 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. |
Blizzardknight (0 def, 14 armour)3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Dmg.mod +3% cold On Hit (Melee): * 20% chance to reduce armor by 18% ----- def ----- Armour +14 Fatigue +4% Resists +28% lightning +13% temporal +6% darkness +13% fire +15% cold +15% acid Phys.save +12 (+3 eff.) Spell.save +13 (+4 eff.) Mind.save +15 (+3 eff.) Max.HP +40.00 Disease- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Zubunn the Suncrypt (0 def, 3 armour)1.0 T4 hands armor [Rare] Psionic While equipped: Stats +4 Con ----- def ----- Armour +3 Resists +15% mind +6% light Mind.save +12 (+3 eff.) HP.reg +10.00 Heal.mod +20% Confus- +20% Pinning- +20% ---------- misc Stam/turn +1.80 Max.stam +38.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves of spellstriking (0 def, 3 armour)1.0 T4 hands armor [Ego+] Arcane While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.pwr +9 (+2 eff.) Melee+ 8 arcane Dmg.mod +6% arcane ----- def ----- Armour +3 Resists +6% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+3 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
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 (+1 eff.) Spell.save +15 (+5 eff.) Max.HP +100.00 ---------- misc Light +1 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 181.00 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. |
aegis cashmere wizard hat of decomposition (2 def, 0 armour)2.0 T3 head armor [Ego++] Arcane While equipped: ----- def ----- Defense +2 (+0 eff.) Resists +5% lightning +5% temporal +5% light +5% fire +5% nature +5% acid +3% blight +5% cold +5% darkness Shield.pwr +7% HP.reg +2.70 A pointy cloth hat, very wizardly... |
hardened leather hat (0 def, 3 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% A hat made of leather. Very stylish. |
hardened leather hat 'Freezeblack' (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Str +6 Dex +4 Cun +5 Con dps ---------- Dmg.mod +21% cold Res.pen +25% cold ----- def ----- Armour +3 Fatigue +3% Resists +5% arcane A hat made of leather. Very stylish. |
hardened leather hat 'Frosthash' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str +3 Wil dps ---------- Dmg.mod +21% cold +21% temporal Res.pen +20% cold ----- def ----- Armour +3 Fatigue +3% Resists +9% darkness +9% cold Mind.save +11 (+2 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +2 A hat made of leather. Very stylish. |
mindwoven cashmere wizard hat of madness (2 def, 0 armour)2.0 T3 head armor [Ego+] Psionic While equipped: Stats +5 Cun +3 Wil dps ---------- Mind.crit +9% Mind.pwr +3 (+0 eff.) ----- def ----- Defense +2 (+0 eff.) Mind.save +15 (+3 eff.) ---------- misc Psi/turn +0.10 Hateful Whisper: Puts all charms on 15 cooldown Level 5.5 Pwr.cost 15 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 373 Mind damage and spreads amongst your foes, dealing damage and feeding you 5.4 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 4 tiles if one is available; beyond this, all affected targets have a 35% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Blindripper the rough leather cap (5 def, 1 armour) =+11 phys save=2.0 T1 head armor [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Melee Ret 8 darkness ----- def ----- Armour +1 Defense +5 (+1 eff.) Fatigue +1% Phys.save +11 (+3 eff.) ---------- misc Stam/turn +1.00 Max.stam +10.00 A cap made of leather. |
Chamyfang the Crackleblur (1 def, 0 armour) =+20% ltng pen=2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Crit.mult +10.00% Res.pen +20% lightning ----- def ----- Defense +1 (+0 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.mana +60.00 Max.vim +10.00 Infravis +3 See.Stealth +6 See.Invis +6 Circle of Warding: (Instant) Puts all charms on 40 cooldown Level 4.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 4 at your feet; the circle slows incoming projectiles by 16% and attempts to push all creatures other than yourself out of its radius, inflicting 3.91 light damage and 3.62 darkness damage per turn as it does so. The circle lasts 7 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Glowquake the rough leather cap (0 def, 5 armour) =depths=2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Armour +5 Fatigue +1% Resists +7% cold Die.at -60.00 life Heal.mod +10% Blind- +20% ---------- misc Light +1 Breathe water A cap made of leather. |
Durimnir the Chargebiter (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +6 Dex dps ---------- Dmg.mod +9% lightning Melee Ret 4 lightning 10 temporal ----- def ----- Armour +3 Fatigue +3% Resists +12% lightning Def/telep +15 Res/telep +15% Dur/telep +15% A hat made of leather. Very stylish. |
Earokalthochik the Demonarc (6 def, 9 armour)2.0 T3 head armor [Random Unique] Master While equipped: Stats +3 Cun +8 Dex dps ---------- Dmg.mod +9% arcane +12% darkness Res.pen +10% darkness Apr +6 ----- def ----- Armour +9 Defense +6 (+1 eff.) Fatigue +3% Resists +4% all Phys.save +9 (+3 eff.) A hat made of leather. Very stylish. |
Hanasta the hardened leather cap (0 def, 7 armour) =-20% stun silence=2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +3 Wil ----- def ----- Armour +7 Fatigue +3% Mind.save +7 (+1 eff.) Heal.mod +10% Poison- +20% Silence- +20% Stun/Frz- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +1 A cap made of leather. |
Pyregrit (0 def, 3 armour) =+25% fire pen=2.0 T3 head armor [Rare] Master While equipped: Stats +5 Wil dps ---------- Res.pen +25% fire Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 43 ----- def ----- Armour +3 Fatigue +3% Resists +7% blight Mind.save +8 (+2 eff.) A hat made of leather. Very stylish. |
Splendourhue the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% blight Melee Ret 8 blight ----- def ----- Armour +3 Fatigue +3% Resists +12% blight +15% cold +12% light Phys.save +22 (+6 eff.) HP.reg +4.00 Disarm- +20% A cap made of leather. |
Ulfentir (0 def, 3 armour) =+25% mind pen=2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +9 Str +1 Wil dps ---------- Res.pen +25% mind ----- def ----- Armour +3 Fatigue +3% Resists +8% acid +8% cold +8% fire +5% arcane +8% lightning Skullcr.mult +4 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 482.9 Physical damage. If the attack hits, the target is confused (39% 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. |
insulating hardened leather cap of the depths (0 def, 3 armour)2.0 T3 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +8% fire +5% cold ---------- misc Breathe water A cap made of leather. |
Cracklemarrow (0 def, 3 armour) =+25% ltng pen=3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +0 Cun +3 Dex dps ---------- Res.pen +25% lightning ----- def ----- Armour +3 Fatigue +5% Resists +1% physical Die.at -20.00 life HP.reg +2.00 Stun/Frz- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Islebeth (0 def, 3 armour) =-12% ltng=3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Wil +3 Cun +3 Con dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +3 Fatigue +5% Resists +12% lightning Spell.save +3 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Quasit's Skull (0 def, 12 armour) =-30% stun=3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+3 eff.) Stun/Frz- +30% Skullcr.mult +2 Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Adowyn the dwarven-steel helm (0 def, 4 armour) =+25% mind pen=3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid Res.pen +25% mind +25% acid Melee Ret 10 mind On Hit (Melee): * 20% chance to reduce armor by 18% * 20% chance to reduce all saves and defense by 43 ----- def ----- Armour +4 Fatigue +4% Phys.save +19 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
8 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
2 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. |
3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 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. |
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. |
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. |
pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
389 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. |
Corpsepanic the brass lantern =+10% ntr=2.0 T1 lite [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Crit.mult +20.00% Res.pen +10% nature Apr +2 ----- def ----- Resists +2% physical Max.HP +42.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prismslicer the brass lantern =+10% fire pen=2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +6% light Res.pen +10% fire Melee Ret 8 mind ----- def ----- Resists +3% light ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
voratun back support0.0 T5 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -20% ---------- misc Max.enc +50 Tinkers can be attached to normal items to improve them with steam power! |
good acid groove0.0 T2 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! |
good acid groove0.0 T2 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! |
dwarven steel razor edge0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 0.0 - 0.0 Physical Uses 40% Wil Apr +12 Crit +12.0% 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: Power 0.0 - 0.0 Physical Uses 40% Wil Apr +16 Crit +16.0% Tinkers can be attached to normal items to improve them with steam power! |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Bogwrither (dig speed 40 turns) =+5 STR=3.0 T1 digger tool [Rare] Master While equipped: Stats +5 Str +1 Mag dps ---------- Melee Ret 2 mind ----- def ----- Fatigue -4% Resists +6% mind +6% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Emelyna the Tundraward (dig speed 31 turns) =perfect strike=3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +9% temporal +9% cold Apr +7 Melee Ret 8 cold On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +12% temporal Def/telep +10 Res/telep +10% Dur/telep +10% While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 4.5 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +93 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of endurance (dig speed 32 turns)3.0 T3 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -6% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+2 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 4.5 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 22 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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 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. |
iron torque of clear mind 'Emelita' [power 1] (25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Res.pen +10% mind ----- def ----- Resists +12% mind ---------- misc Psi/ret +0.12 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Gain 13% evasion for 2 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of gale force 'Getendur' [power 160] (15 cooldown) =+10% mind pen=2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Res.pen +10% mind Melee Ret 2 arcane On Hit (Melee): * 20% chance to reduce all saves and defense by 43 ----- def ----- Resists +5% arcane Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 196 physical damage Puts all charms on 15 cooldown Heal for 32. Cleanse 1 disease/wound/poison. Torques are made by powerful psionics to store psionic powers. |
Carrionsweep the elm wand of clairvoyance [power 9] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +1 Wil dps ---------- On Hit (Melee): * 10% chance to slow global speed by 72% ----- def ----- Resists +6% acid ---------- misc Light +3 Reveal the area around you, dispelling darkness (radius 9, power 56 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Growblow [power 9] (15 cooldown) =+15% ntr pen=2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +15% nature ----- def ----- Resists +9% acid Spell.save +6 (+2 eff.) Reveal the area around you, dispelling darkness (radius 9, power 56 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown Cleanse 1 disease/wound/poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Saliyath the Tempestvice [power 9] (15 cooldown) =+15% ltng pen=2.0 T1 wand charm [Rare] Arcane While equipped: Stats +2 Wil dps ---------- Mind.pwr +10 (+2 eff.) Res.pen +15% lightning +20% fire ---------- misc Hate/m.crit +1.00 Max.hate +2.00 Reveal the area around you, dispelling darkness (radius 9, power 56 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown Res.pen: + 13% all for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Carrionwind [power 205] (15 cooldown)2.0 T3 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +6% nature Res.pen +20% nature On Hit (Melee): * 20% chance to slow global speed by 72% ---------- misc Wards +4 lightning +3 blight +4 darkness +3 acid Talents +1 Ward Fire a magical bolt dealing 287 acid damage Puts all charms on 15 cooldown Fatigue - 26% for 2 turns. Reduce 2 talent CDs by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered yew wand of shielding [power 458] (27 cooldown)2.0 T3 wand charm [Ego+] Arcane Create a shield absorbing up to 458 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 27 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Drigu the Dwarf Harbinger level 26
35th Dearth 122nd year of Ascendancy at 14:00 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Drigu the Dwarf Harbinger level 33
23rd Steel 123rd year of Ascendancy at 17:35 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Drigu the Dwarf Harbinger level 34
6th Gold 123rd year of Ascendancy at 18:49 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Drigu the Dwarf Harbinger level 24
16th Dearth 122nd year of Ascendancy at 04:35 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 Drigu the Dwarf Harbinger level 24
10th Dearth 122nd year of Ascendancy at 09:38 see stats
Is that how it feels to be an escort quest?! (Insane (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Drigu the Dwarf Harbinger level 33
24th Steel 123rd year of Ascendancy at 17:40 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Drigu the Dwarf Harbinger level 10
6th Profit 122nd year of Ascendancy at 19:02 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Drigu the Dwarf Harbinger level 20
10th Wealth 122nd year of Ascendancy at 16:12 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Drigu the Dwarf Harbinger level 30
6th Steel 123rd year of Ascendancy at 02:59 see stats
Merry wintertide! (Insane (Adventure) difficulty)
Finish the Santascape event and free the little helper elves.By Drigu the Dwarf Harbinger level 28
22nd Iron 123rd year of Ascendancy at 20:31 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Drigu the Dwarf Harbinger level 27
4th Shortage 122nd year of Ascendancy at 20:44 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Drigu the Dwarf Harbinger level 32
18th Steel 123rd year of Ascendancy at 14:28 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Drigu the Dwarf Harbinger level 6
18th Voratun 122nd year of Ascendancy at 09:24 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Drigu the Dwarf Harbinger level 6
2nd Profit 122nd year of Ascendancy at 02:12 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Drigu the Dwarf Harbinger level 15
28th Profit 122nd year of Ascendancy at 02:20 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Drigu the Dwarf Harbinger level 24
10th Dearth 122nd year of Ascendancy at 09:44 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Drigu the Dwarf Harbinger level 15
42nd Profit 122nd year of Ascendancy at 14:20 see stats
Log
Drigu picks up (5.): schematic: Winterchill Edge.
You pickup 0.60 gold pieces.
You pickup 2.70 gold pieces.
You pickup 0.85 gold pieces.
You pickup 0.80 gold pieces.
You pickup 0.75 gold pieces.
You pickup 1.90 gold pieces.
You pickup 0.70 gold pieces.
You pickup 0.65 gold pieces.
You pickup 0.90 gold pieces.
You pickup 0.75 gold pieces.
Ran for 30 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 27 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 64 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 34 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Ran for 34 turns (stop reason: at exit).







































































































































